Page 3 of 44 FirstFirst 123456713 ... LastLast
Results 21 to 30 of 440

Thread: Middle Earth DEM Project

  1. #21
    Guild Journeyer
    Join Date
    Jul 2008
    Location
    Toronto, Canada
    Posts
    195

    Default

    this is one of the most exciting projects around - love all the updates! Good going guys.

  2. #22
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    Hey jezelf, thanks for the encouragement

    Robes, the water does line up with the banks!- those black things you see are the mudflats I put in
    ..so if I remove that surface layer, the water goes right up to the sides- looks real cool.

    I'm roughening up the water a bit now and I'm going to see what this all looks like with TGs default fractal noise re-introduced to the textures. It's looking a bit table-top at the moment.

    monks

    ps hey guys, if you want to check out some more cool pics of the project check out my MySpace page- the pics galleries:
    http://profile.myspace.com/index.cfm...ndid=262625983

    Yuo might also want to check out my music as well in the Player- hope yuo like.
    Last edited by monks; 10-10-2008 at 09:33 AM.

  3. #23
    Administrator Redrobes's Avatar
    Join Date
    Dec 2007
    Location
    England
    Posts
    7,250
    Blog Entries
    8

    Post

    Quote Originally Posted by monks View Post
    ...the water does line up with the banks!- those black things you see are the mudflats I put in
    ..so if I remove that surface layer, the water goes right up to the sides- looks real cool.
    Ahh - shuffles off

    Glad your back on the case again - we will get that final stage 1 this time.

  4. #24
    Community Leader Facebook Connected Ascension's Avatar
    Join Date
    Jun 2008
    Location
    St. Charles, Missouri, United States
    Posts
    8,392

    Post

    Holy frejoles! Wish I could learn to wrap my brain around that nodule method TG2 uses. Very nice.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

  5. #25
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    Hey Ascension- I learned via World Machine. I took to that quite well...TG is a bit different again but I'm getting there.

    What do you think of the river valley texturing on the opposite bank?- do you think it looks realistic? This is another surface layer mixed via the fractal breakup. I'm goin to double the number of texture layers but I want to improve it, not just add more.
    The water has better reflectivity I think. The water level is too low though- if I raise it, it will look better, and it will also obviate the need for the mud flats...so Robes you can shuffle back in lol

    I've still got a nice river mask in hand as well- should be able to improve those river valleys...and of course there's the plant populations //drool

    http://www.skindustry.net/medem/file...2/render09.png

  6. #26
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    ok, the river banks east and west are not at the same heights. In order for the river to be perfect I'd have to go back and alter the western bank- get rid of those cliffs. That's not difficult at all but it is worth it for the purpose of these renders..?
    So onto the surfacing...

    monks

  7. #27
    Administrator Redrobes's Avatar
    Join Date
    Dec 2007
    Location
    England
    Posts
    7,250
    Blog Entries
    8

    Post

    Quote Originally Posted by monks View Post
    ...so Robes you can shuffle back in lol
    Sure - never really left

  8. #28
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    improved half of the surfaces here-

    http://www.skindustry.net/medem/file...2/render11.bmp

    now onto the mountain.
    I'd like to throw in some displacements as well to the terrain.

    running off a render now of Mindol....

    monks

  9. #29
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    hmm, still needs a lot of work. Promising tho...

    http://www.skindustry.net/medem/file...2/render13.png

    I think displacements will help as well as tree cover in the foreground running up the lower slopes.
    First tho, getting more variation into the surfaces on the mt.

    monks

  10. #30
    Guild Adept monks's Avatar
    Join Date
    Dec 2007
    Location
    Manchester, UK
    Posts
    291

    Post

    here's one at slightly higher detail settings:

    I think the base of the mountain needs a lot of work

    http://www.skindustry.net/medem/file...2/render14.png


    monks

Page 3 of 44 FirstFirst 123456713 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •