MMC July - Stonehenge

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MMC July - Stonehenge // Work in Progress

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Post by kena // Jul 7, 2008, 10:08am

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Hey Kena do you have the Simboint for TS? It has some rather nice stone textures on it.


yes, but I'm doing this in the Workspace side... Simbiont don't work there. I don't think they will port it over either... Maybe if we get Lightworks for 7.6 I can use that - if 7.6 comes out in time.

Post by rjeff // Jul 7, 2008, 10:43am

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well that sucks..simboint rocks

Post by kena // Jul 7, 2008, 12:01pm

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yeah... I hope it can port to workspace, but I'm not going to hold my breath.

Post by Michael Billard // Jul 7, 2008, 12:58pm

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Who says it has to be made of stone? How about cheese? Make it a Cheesehenge.

Post by kena // Jul 7, 2008, 1:26pm

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lol - Cheese melts and spoils in the sun... not a good Idea even for 3D, but....


I am torn.


I want opinions.


Which of these looks better?


Blue Stone 01

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Blue Stone 02

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I can see good points in both of them so I need YOUR view of what looks better.

Post by Nez // Jul 8, 2008, 4:59am

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I'd say I prefer the second as it seems a bit less 'stripy'... but both look a little smooth to me - I don't mean flat as they look kind of lumpy, but in a smoothed kind of way... probably not making much sense... think it might be to do with the bump settings but don't know for sure...


I like the overall model, although I noticed that one of your 'lintels' on the inner trilothons doesn't seem to be sitting on its supports but rather floating a little above them... interesting idea about using alternate rock/stone types.

Post by kena // Jul 8, 2008, 6:26am

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Thanks for the input. Yes, they are more smooth than you would originally think. The idea being that whoever created THIS Stonehenge roughly cut the sentinel stones, then polished what they had. I kept noticing the lintels as well.

I've got it corrected in TS, but have not posted an update yet... I figured that while I wait for people to give their views, I could go ahead and texture other things.

Post by JimB // Jul 8, 2008, 6:40am

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The top ring of stones (Trilithons) are jointed according to this web page.


http://images.google.co.uk/imgres?imgurl=http://stonehenge.zorger.com/stonehenge_images/Trilithon_dimenions_grooves.png&imgrefurl=http://stonehenge.zorger.com/&h=507&w=1008&sz=8&hl=en&start=6&um=1&tbnid=VoRuKowVIRiUoM:&tbnh=75&tbnw=150&prev=/images%3Fq%3DStonehenge%2Btongue-and-groove%2Bjoints%26um%3D1%26hl%3Den%26sa%3DN



Jim

Post by kena // Jul 8, 2008, 8:29am

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Thanks Jim - I used that page and another one to get it all set in the correct places. I didn't use the mortise and tenon, because none of my stones will be shown as being down.

http://abyss.uoregon.edu/~js/glossary/stonehenge.html is the other site I used... it gave me the full layout of phase 3.

Post by JimB // Jul 8, 2008, 8:38am

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I remembered the joints after watching a team reconstruct a full size stonehenge using polystyrene blocks for a Sky documentary (UK).

Anyway your model is looking good:)



Jim

Post by kena // Jul 8, 2008, 7:41pm

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and now.... the textures!!!


I REALLY don't like the converted symbiont texture for the ground, but I do like the ones I made for the stones in Texture Maker.


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Post by Jack Edwards // Jul 8, 2008, 7:48pm

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Nice use of complementary colors Kena. :)

I think you could get away with a planar UV mapping for the ground and compositing a few high res grass and dirt textures to create a nicer ground texture.

Post by Dragneye // Jul 8, 2008, 7:48pm

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Oooooh... color! :-) I agree; a bit smoother is better (2nd pic), and I also like your stone textures.

Post by W!ZARD // Jul 8, 2008, 9:26pm

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I'd like to see the ground texture a little lighter, specially if you are going to continue lighting it from a Solstice Sunrise angle. A lighter ground texture would show the interesting shadows more powerfully IMO. Looking great Kena.


As a side note I see that Stonehenge is featured on the front page of the latest National Geographic magazine.

Post by kena // Jul 9, 2008, 9:09pm

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I tend to agree with you W!ZARD.

GOOD GAWD!!! it's WAAAAAY past my bedtime. So much for a bit of reading before bed.


How about this one guys.


Real Time render

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V-Ray render

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Post by W!ZARD // Jul 9, 2008, 10:06pm

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This shows the shadows much better - you could also reduce any secondary and ambient lighting to emphasise the shadows. I like the colouring better but the tiling looks a bit obvious.

Much depends on your ultimate intentions; this set up would be great for making animations that demonstrate how the light strikes the Henge at different times of the year or you could aim for a more realistic rendering in which case I would put some variation in your ground plain.


HTH

Post by Jack Edwards // Jul 9, 2008, 11:04pm

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If you're planning to use DX shaders, you could use Dele's blend shader to alpha blend together different textures. That would help a lot to get rid of the tiled look.

It can be found here:
http://forums1.caligari.com/truespace/showthread.php?t=5233

Post by kena // Jul 10, 2008, 5:49pm

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Good suggestion Jack, but because of the UV Mapping (Cubic) the blend causes smears at the ends of the isle and only puts the second texture at the top of the ring.
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I tweeked my own texture, and got rid of most of the repeat

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Then decided to check out LightWorks and V-ray with global illumination:

LW
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V-ray with Global illumination
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I think I will go with the V-ray and do a few renders from ground level, then try out some Tru-Vue renders

Post by kena // Jul 11, 2008, 5:46am

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ok - here is V-ray close to ground level.


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Post by Tiberius // Jul 11, 2008, 6:19am

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Wooo looking good from the ground. It makes it look less plasticky, but really shows how clean and perfect everything is. Are you going to rough it up later, or are you going for straght-out-of-the-box new? And please tell me you haven't made a ground texture for V-ray yet, and you're not just going for purple?

Post by kena // Jul 11, 2008, 7:39am

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hehehe - the ground is actually a medium gray color. I think the purple is coming from the yellow spotlight. I plan on tweeking it a bit... maybe adding a bit of yellow to it to even it out.


This is definitely out-of-the-box new. But for my final, I plan on using GIMP to soften the line between the two types of ground. They definitely look a bit crisp and if you dig, you expect a bit of variation.

Post by Jack Edwards // Jul 11, 2008, 7:41am

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Kena, it looked like you were using HDRI with VRay. The saturation value is probably too high. Try lowering that to 1.0. And the intensity as well.

Post by kena // Jul 11, 2008, 7:50am

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Kena, it looked like you were using HDRI with VRay. The saturation value is probably too high. Try lowering that to 1.0. And the intensity as well.

well spotted... I will try THAT first when I get home from work.

Post by Jack Edwards // Jul 11, 2008, 7:52am

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Glad to help :)

BTW, I think the alpha blended texture looked best. It would probably be worth putting some time in to make a better UV map. ;)

Post by Dragneye // Jul 11, 2008, 8:26am

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Wow, lookin pretty good there buddy!

I agree about the purple (my favorite color). Though a beautiful shade of, I think more of a real world ground color would be best for this, cuz it's looking very good overall.

Post by kena // Jul 11, 2008, 3:34pm

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lowered saturation and intensity.. looks a bit better now.


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Post by Davin // Jul 11, 2008, 4:13pm

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Looks a lot better.

Are you using a sky box or just a background image?

Post by kena // Jul 11, 2008, 5:02pm

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HDRI image and I told it to render it for the background as well.

Here is a little tweek. rounded the corners a bit and variated the level of the different layers of ground a bit so it looks more natural. I used Gimp to variate the levels.

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Post by kena // Jul 11, 2008, 6:13pm

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Here are 3 other views of it.


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Post by 3dfrog // Jul 12, 2008, 2:48am

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Hey thats looking great! The horizon line looks a little harsh, can you soften it to add depth? Great work kena!
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