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    Silent Sentinels

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    • cheddaC Offline
      chedda
      last edited by

      I like the concept, did you erode the tunnel walls they look good but maybe more deflections ?

      Kraken Wrangler https://www.flickr.com/photos/132441293@N03/

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      • tuna1957T Offline
        tuna1957
        last edited by

        Thanks everyone πŸ‘ .

        Chedda , The walls have some irregularity to them , I used Vertex Tools move function. Had the "soft select" set to about 3'. Just random "bumps and depressions" down the sides. I tried Enroth's Erode , let it run over two hours no
        result , got impatient and force quit and used Vertex Tools. Plan to mess about some more trying some different textures.

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        • cheddaC Offline
          chedda
          last edited by

          I'd use a really low poly tube say 12 sided on a 12 part arc then run erode. I might then run divide and smooth too. You have inspired me for a sea cave scene, watch this space πŸ˜‰

          Kraken Wrangler https://www.flickr.com/photos/132441293@N03/

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          • Bryan KB Offline
            Bryan K
            last edited by

            Very cool!

            See my portfolio at https://delphiscousin.blogspot.com/

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            • tuna1957T Offline
              tuna1957
              last edited by

              Thanks Bryan.

              couldn't help myself ... tweaked the model some and ran a new render.....


              silent sentinels2_PP copy.jpg

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              • ntxdaveN Offline
                ntxdave
                last edited by

                I am curious about the texture you use for the floor. I like it but have not been able to achieve the same affect for my floor. I "see" yours with a little roughness (which is what I would like to have with a lite gray color).

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                • tuna1957T Offline
                  tuna1957
                  last edited by

                  @ntxdave said:

                  I am curious about the texture you use for the floor. I like it but have not been able to achieve the same affect for my floor. I "see" yours with a little roughness (which is what I would like to have with a lite gray color).

                  ntxdave , The floors a "concrete floor" texture I got from the Textures.com site. Made a bump and reflective map in Gimp. The bumps set fairly low for this render.

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                  • ntxdaveN Offline
                    ntxdave
                    last edited by

                    Thanks Tuna. Guess I need to learn how to do that. I do not have Gimp and have never created a bump. Know of any good tutorials for me to learn from?

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                    • tuna1957T Offline
                      tuna1957
                      last edited by

                      @ntxdave said:

                      Thanks Tuna. Guess I need to learn how to do that. I do not have Gimp and have never created a bump. Know of any good tutorials for me to learn from?

                      ntxdave , If you dig around in the "tips and tricks" section on the Twilight forum there are some posts about creating bump and reflection/specular maps.

                      Also if your just using a solid color for your floor have you tried using a seamless "noise" map to get a little texture to the floor ?

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                      • ntxdaveN Offline
                        ntxdave
                        last edited by

                        Educate me. What is a noise map?

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                        • tuna1957T Offline
                          tuna1957
                          last edited by

                          ntxdave , A noise map is used like a bump map but it's not created from a particular texture image that has been used in the model. You load it in the bump slot in Twilights material editor. It will give a random "roughness" to the surface of the texture your using it with.

                          Examples would be a solid color that is painted to the walls or ground surface in a model. Using one will give a roughness to the surface and lend a more realistic look to a render.

                          Sending you a p.m.

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                          • ntxdaveN Offline
                            ntxdave
                            last edited by

                            Tuna, is this where I should be applying the Noise Map?

                            Noise Map Setting

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                            • pbacotP Offline
                              pbacot
                              last edited by

                              Great picture! Thanks for sharing, and giving ideas about rendering.

                              One idea: having been watching some space shows lately...I'd like to see both explorers lit up a little more with more lively action suggested from headlamps, flashlights or tricoders, maybe some indicator lights on the suits. They are the active characters in the shot while the rest is silent and mysterious by contrast.

                              MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                              • tuna1957T Offline
                                tuna1957
                                last edited by

                                pbacot , Thanks . Your comments - suggestions are always welcomed. I'm kind of real old school in my taste for ski-fi. Think it sort of reflects in how I set these type of models up..... that said for me the star of this crazy show is the "sentinel" , to me the "astro-nuts sort of take a back seat..... πŸ˜‰

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                                • Bryan KB Offline
                                  Bryan K
                                  last edited by

                                  That 2nd render really "pops".

                                  See my portfolio at https://delphiscousin.blogspot.com/

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