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  • #16
    probabaly just upload it to rapidshare.de

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    • #17
      Eric,

      From an aerial perspective like this I recommend you create a grass material that is more varied. It appearance of the grass doesn't have to scale accurate from this distance. I tend to just scale my UVW map up.

      When the camera then moves closer, change the UVW map smaller so that it's now the correct scale. Like Percy said, don't worry about displacement. You're better off using render power for the trees. We created an animation of a Winery a while ago. Same as everyone else, Onyx vines that were proxied with over a 1 billion polys. Worked an absolute tree. Forget RPC.

      SunnyC
      ivolve

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      • #18
        I agree with the variation in the grass. I use mix maps with a noise map doing the mixing between the textures. kind of like it is in real life...random patches of colours.
        -----Dwayne D. Ellis-----

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        • #19
          Ok....So I would have a couple files of trees....I guess I could make a proxy then SCATTER? in the file and then xref into my main file?

          Same with the homes? Thanx all
          Eric Camper
          Studio 3D
          www.dbfinc.com/studio3d

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