South wind #2
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nice Michalis... I did some other tests. The water is more reflective and I also edited the rock texture a bit. here it is:
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Better now remon but I have my doubts about this sky.
I tried to do something similar here. Heavier PP this time.
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very nice and realistic... I'll try one with another sky soon
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@michaliszissiou said:
Baked in blender > rendered with podium.
Very nice images, michaliszissiou...Could you please explain what "baked textures" are?
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Beautiful. This last one is better, some of the others look like procedural clouds and not natural looking. It would be nice if someone would give you an old ship model for this last shot.
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Thanks for these kind comments.
d12dozr: See in the first page of this post, solo is asking if he could edit etc. There's the tex file. Looks almost rendered from top view. It is rendered in blender into UV map (baked). Consider this processing as having a nice front view house photo and starting push-pull in SU. Or a nice bumped wall texture ect. What about working with apps like zbrush (you can paint textures on your sculptures there), importing them in blender, bake them, export as 3ds to SU? The idea is almost the same. But benefits are clear. The use of a high polys model to bake a low poly model. (In this post I've posted a zbrush render too, 2 000 000 polys!, so you can see the deference).
High polys vs low polys baked models. I could say "fair enough".Update:
The color of a sea texture should be dark grey in most cases. Or less dark for more ambience. Ultra reflective though. Its the sky that gives the color, should not forget this. -
Thanks for the explanation, Michalis!!
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This one is a native SU raw render. Some PP for reflections and atmo. The benefits of baked textures are clear.
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This post is for all of you who can't understand how easy you can navigate into a baked model. Easy for low fi machines.
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nice and thnx for the tutorial
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This 'LoResRock.skp' is an updated version (better bumps). Some PP (birds, fog, frame). And some screen shots - the way I use fog for depth field. IMO this is the only way, this supports transparent pngs. A well known SU 'official' tutorial about depth field via fog, is a big mistake.
fog color = white
render with textures ON
inverted SU raw output, used for alpha mask in PP.
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This WIP is coming to an end. Some work to do, I'm not sure what is missing. No trees, no electric power, but something, I don't know.
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Another one, PP just for the background sky, fog.
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You are missing a boat (a fishermans boat springs to mind )
I can see the towers being taller. The buildings seem quite short in relation to the rock?
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Remember my old post oli? But I need a better model now.
About these buildings, I have seen sorter than these in some greek islands, there weren't any tourists around yet. Its fiction anyway.@frederik said:
Looks beautiful...!
Could be fun to have the model enabling others to give it a go with their favourite render application...Well Frederik still waiting to see some nice renders.
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The effects of Global warming...
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OK pete, I wasn't ready for this.
I think you should be closer to the rock with a wider lens. Some heavier fog, this visibility is unnatural you see.Now we need a script, a story is coming out you see. We have boats, fishermen, fishes, landscapes and of course you, thanks pete lot of humor in this one.
Another idea is to build a fine hotel here, great water sports, swimming, anyway a great poster for the greek ministry of tourism. -
This one for blue sky lovers, my first render using SU sky. Just some clouds, fog in PP, seagulls from 3dWH.
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Beautiful sunny day in Greece...
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Thanks sid. 6 00 AM fishing time.
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