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Time Under The Trees

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  • #16
    Thanks

    Yes it is a handprint on glass - I was playing with textures and shaders.
    for my blog and tutorials:
    www.alfasmyrna.com

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    • #17
      wouldnt vray fog go inside the building too? maybe if vlado allowed a gizmo to act as either additive or subtractive to the fog that would be cool

      ---------------------------------------------------
      MSN addresses are not for newbies or warez users to contact the pros and bug them with
      stupid questions the forum can answer.

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      • #18
        Bloody Fantastic...

        WOW.. very nice.. very real
        davis
        Originally posted by 3DMK
        do I want to be a rich business man or a poor artist?

        caddworkx

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        • #19
          Great job - really nice look on them all as well.

          b
          Brett Simms

          www.heavyartillery.com
          e: brett@heavyartillery.com

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          • #20
            Excellent work! It's all been said by others here already, so I'll simply say Kudos! Very realistic!

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            • #21
              yeah..

              yeah yeah yeah... haha, absolute fantastic work ... love to see the different seasons, fthat's awesome ... would love to know a little bit more about your workflow too ...

              all the best,
              bernhard
              www.bernhardrieder.com
              rieder.bernhard@gmail.com

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              • #22
                Yes it is a handprint on glass - I was playing with textures and shaders.
                lol too funny...
                LunarStudio Architectural Renderings
                HDRSource HDR & sIBL Libraries
                Lunarlog - LunarStudio and HDRSource Blog

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                • #23
                  Very impressive! Apart from the fog, I think you have done a fantastic job creating different, realistic moods. The fog noise is a bit overdone imo. Hope you will always find time to work on personal projects like this!


                  Best regards,
                  A.
                  credit for avatar goes here

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                  • #24
                    Congratulations!
                    Really nice results and very usefull training

                    cheers
                    REDVERTEX
                    redvertex.com

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                    • #25
                      Thanks for watching my images and writing comments for me

                      Da-Elf :
                      I dont know if fog go should inside the glass to the building. But it increases as it moves away from the camera. I used a falloff map with distance blend for the density. I used noise map for fog color.

                      Jujubee:
                      Thanks a lot. I was playing and having fun

                      bernhard:
                      I will prepare a making of tutorial for this scene as soon as possible.
                      As to say now:

                      Modelling:
                      Well modelling didn't take so long time as most of the things on the scene are very basic models of walls. The most complicated model is the ground.

                      Modelling the Ground:
                      I used Particle Flow to create the pebbles and falling leafs. It took around one
                      day for the ground as I studied and learned Particle Flow and made tests. There is
                      a very good tutorial from Neil Blevins in his site www.neilblevins.com
                      As I mentioned in a previous post:
                      I used ParticleFlow to distribute a dummy object and replaced these dummies with proxy objects of 19 different stone geometry. (with help of ParticleBake plugin and Neil Blevin's Object Replacer script)
                      This can look complicated with words but it is not actually. I think will express more clearly with the tutorial.

                      Tree Models:
                      Made with OnyxTree


                      Materials:
                      I used Unwrapping Technique to create the textures because that way I have more control and I can paint what I want and I can modify the textures for different seasons. (when it is raining I can make it wet and leakage etc)

                      Lighting
                      I used different lighting techniques. I can explain all these in the tutorial. It is better to discuss this in the tutorial.

                      Thanks you very much for all your feedbacks.
                      for my blog and tutorials:
                      www.alfasmyrna.com

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                      • #26
                        Amazing work, beutiful images!
                        Last edited by GoncaloP; 20-05-2009, 10:02 AM.

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                        • #27
                          Awesome! Great job!!

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                          • #28
                            really lovely - I'm tempted to save copies to my pc and put them into a flash image sequence dissolver to see how they look going through the seasons!
                            want me to email you the swf if I do that?!

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                            • #29
                              Originally posted by glyph View Post
                              really lovely - I'm tempted to save copies to my pc and put them into a flash image sequence dissolver to see how they look going through the seasons!
                              want me to email you the swf if I do that?!
                              Yes I would like that very much! Please mail me
                              for my blog and tutorials:
                              www.alfasmyrna.com

                              Comment


                              • #30
                                I know there is a tutorial coming, and maybe that will cover it, but does anyone else know how to replace scattered dummy objects with a proxy and still keep the proxy as a proxy. That is what he said he did right? Any other information?

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