South wind #2
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awsome. that quick render with what system specs?
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IMO remon, this background sky is a wrong choice. Doesn't work with the sea (reflections?), it doesn't "explain" the light on the rock either.
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Those pics are fabulous Michalis.
Texture baking is working a treat. You'd never know they were low poly. -
this is just becoming a great exercise again. nice model and nice water surface. the sceond image of solo looks realistic.
micha... the 20 sec render is my favorite....
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You're right Michalis... I did see it also, tried to fix it in PS but didn't come out nice.
Ok I did some more testing... Trying to fix the reflections and reducing the rendertime. I setup a billboard at the back. I gave the ship a dark blue (nearly black) texture I put an omni light in front of the sun and removed the "sketchup sunlight". So here it is:as you can see reduced the time alot
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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 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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