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Lonley Desolation Revisited.
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Lonley Desolation Revisited. // Work in Progress
Post by rjeff // Nov 10, 2008, 9:48am
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Ok I wanted to continue LD from the MMC, howerver I lost the original file and so I have to restart. It is not problem, as I have some other Ideas I want to impliment. |
Post by robert // Nov 11, 2008, 4:56am
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Not sure what it is, but I'm interested in how this will progress. |
Post by rjeff // Nov 11, 2008, 5:00pm
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Small update. |
Post by Nez // Nov 11, 2008, 11:08pm
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Interesting so far, intrigued to see how you take it as the previous verison was very cool, shame you lost the file/scene - what happened to it? Is it just gone, corrupted, HD failure?
You have a real knack for taking some relatively basic shapes and giving them a real 'architectural' form/feel - don't know how you make it look so easy! |
Post by Breech Block // Nov 11, 2008, 11:28pm
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Ditto all of Nez's comments (the little blighter is always getting in before me :D). Will be keeping a close eye on this one. |
Post by rjeff // Nov 12, 2008, 2:48am
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Not sure Nez what happened. I moved all my stuff over to a new laptop and and I think in the process it got deleted. I have checked everywhere for it. |
Post by rjeff // Nov 12, 2008, 4:36pm
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Just a build update |
Post by rjeff // Nov 13, 2008, 4:53am
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Couple of more build shots. One above the the platform and one below. The small square you see it my "person" place holder so I can have some kind of scale. |
Post by robert // Nov 13, 2008, 9:58am
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So this thing is massive. Do you know the environment it's going to be in? You probably do, I'm just curious as to what it is. |
Post by rjeff // Nov 13, 2008, 11:40am
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Yes it is an outpost in the far reaches of the kingdom. This area is known as Lonley Desolation due to the fact that no one inhabits this area. The reason for the outpost is to protect the northern border of the kingdom from invaders. Basically a early warning base and staging area. |
Post by robert // Nov 13, 2008, 12:36pm
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When you say kingdom my mind jumps to Medieval, which is not the case, then wanders to something along the lines of Borderlands (http://www.borderlandsthegame.com/).
Screens of which are way too big to show here. ;) |
Post by rjeff // Nov 13, 2008, 4:54pm
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Well there is the United Kingdom ya know, but besides that think this image more along the lines of Final Fantasy. |
Post by rjeff // Nov 16, 2008, 10:16am
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Added some more of the structure. |
Post by robert // Nov 16, 2008, 10:18am
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This thing already looks really cool, kinda like something out of Halo, maybe.:rolleyes: |
Post by rjeff // Nov 16, 2008, 10:39am
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Hmm. Never thought of that Robert. I will take that as a compliment for sure, as I think Halo has some neat buildings. |
Post by Weevil // Nov 16, 2008, 11:53am
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Hay that's pretty nifty!
It's amazing what you can turn into pieces of gorgeous architecture |
Post by Breech Block // Nov 16, 2008, 3:56pm
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Great work as usual rjeff. |
Post by TomG // Nov 18, 2008, 3:48am
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There is only one problem with this thread - waiting for the next installment! It's like a favorite series on TV, you love each episode, but then of course just find yourself wanting to see what happens next. Same here - excellent work and I just keep wanting to see more. No pressure of course ;)
It is great that you're sharing how this develops too, it acts like a kind of tutorial for users on how to tackle a project like this, and how to build something step by step. The overwhelming urge to build everything all at once in one sitting is hard to overcome when first starting in 3D in particular, and realising that 3D experts don't do that but take their time and everything comes a bit at a time adding up to the completed whole is a good lesson.
So, looking forward to the next installment in how this progresses!
Thanks!
Tom |
Post by rjeff // Nov 18, 2008, 4:19am
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Well thanks Tom that is high praise and I appreciate it. I like you like step by step images. I tend to learn a lot that way. There will be another installment soon. |
Post by rjeff // Nov 18, 2008, 6:29pm
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Ok not much of an update. Just added the supports for the lower platform. Next to to build the "basement" entrance and then onto what this thing is attached to. |
Post by robert // Nov 19, 2008, 10:07am
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Are you planning on making this thing like a spire? Like a really tall spear extending into the sky? Or more like a drilling platform kinda low and squat? |
Post by rjeff // Nov 19, 2008, 5:46pm
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Really a mixture of both. You will just have to see how it plays out. I will be starting the supporting enviroment soon. |
Post by tahnoak // Nov 21, 2008, 4:41am
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Interesting... |
Post by rjeff // Nov 23, 2008, 11:07am
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Haven't put up a post in a while so here it is. This will give you guys some direction on where I am going. |
Post by robert // Nov 24, 2008, 1:30pm
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Hmm, very interesting. I like the texture you have for the stone/ground. |
Post by rjeff // Nov 24, 2008, 1:48pm
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Total Posts: 1260
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Thanks. Heck that is just a place holder. Still have many "mountains" to cross. |
Post by rjeff // Nov 26, 2008, 7:01am
rjeff
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Small update. Just added some more supports and started on one of the bridges. I used a HDRI to light it this time. Does anyone have a HDRI map that they know cast one shadow? If you look at mine you will see many shadows. I love the smoothness of the HDRI, but I have issues with the mulit shadows. |
Post by TomG // Nov 26, 2008, 7:16am
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HDRI is designed for multishadows, like daylight, light comes from all directions rather than one light source.
You can increase samples if you are seeing separated shadows, which will blend them together, and give the intended effect of a "darkening" around objects rather than specific shadows.
Naturally you can figure out the result of an HDRI - if the image is all dark except for one spot of light, then there will be highly directional shadows (but you'll lose the daylight look of illumination from all around). If the image is a grey sky, light will be even from all directions. If the image is a sunny day, you'll have the bright sun for directional shadows, and the blue sky for the ambient / non-directional shadows and lighting.
Remember, the image is wrapped around the scene and used to generate the lighting, so a look at the HDRI image will tell you just how directional it will be. But as mentioned, the whole idea of HDRI is to capture multi-directional light such as natural daylight, where light is scattering and bouncing all around, and get away from the regular raytraced "flashlight in a dark room" kind of lighting that raytracing is best for ;)
HTH!
Tom |
Post by membrain // Nov 26, 2008, 7:28am
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Hey... thats really cool!
not much else i can say lol... cuz well, its really cool and all that :d |
Post by RAYMAN // Nov 26, 2008, 11:21am
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Rjeff there is something totally wrong with your hdr render ..
It has black where the light is falling onto it see the red arrow
in fact it puzzled me so much that I did some quick modeling
to see what results I would get with may own Hdr´s that I posted in the garage.(not exactly your model but should be good enogh to see
the difference in the lighting...)
Heres the link
http://forums1.caligari.com/truespace/showthread.php?t=5587&page=2
or
http://forums1.caligari.com/truespace/showthread.php?t=5052&page=2
The render I made I did with Kerkythea but it must be equaly well be possible
in Vray.....
HTH
Peter |
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