Author Topic: Mick's Road  (Read 8123 times)

Offline mhaze

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Mick's Road
« on: March 02, 2013, 03:55:40 PM »
OK, here's my start. I've included the source pic.  I was drawn to this as we have a hill just like around the corner!

Offline FrankB

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Re: Mick's Road
« Reply #1 on: March 03, 2013, 12:32:53 AM »
Great, the terrain is quite close to the original. What are you going to do next? Work on the vegetation on road texture?

Cheers,
Frank

Offline TheBadger

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Re: Mick's Road
« Reply #2 on: March 06, 2013, 06:24:29 AM »
There are a few roads like that where I live. I feel a little dizzy just from the op image.

This one should be fun!
It has been eaten.

Offline mhaze

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Re: Mick's Road
« Reply #3 on: March 06, 2013, 09:03:59 AM »
Next stage - still work to do on road and trees to add.  Then.....

Offline FrankB

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Re: Mick's Road
« Reply #4 on: March 06, 2013, 11:57:05 AM »
the foreground roadside looks beautiful!

Offline mhaze

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Re: Mick's Road
« Reply #5 on: March 06, 2013, 12:53:34 PM »
cheers all - getting there slowly

Offline cyphyr

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Re: Mick's Road
« Reply #6 on: March 06, 2013, 12:59:41 PM »
Looking good but check your scale, something seems a bit "off" to me. Just my opinion mind but I think maybe the road is too narrow for the size of the plants and the road markings and posts. Making the markings/posts and to an extent the plants about 20% to 30% smaller would fix this.
Cheers
Richard
www.richardfraser.co.uk
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Offline mhaze

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Re: Mick's Road
« Reply #7 on: March 06, 2013, 01:40:18 PM »
Yep I think you're right. will play

Offline Oshyan

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Re: Mick's Road
« Reply #8 on: March 06, 2013, 09:02:07 PM »
Man, with this and the other WIP threads, it looks like this contest is shaping up to have the highest quality entries ever. :)

- Oshyan

Offline FrankB

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Re: Mick's Road
« Reply #9 on: March 06, 2013, 09:50:32 PM »
Agree with Oshyan, everyone's working hard to push the boundaries here.

Except TU maybe, it seems like he gave up ;-)


Offline Dune

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Re: Mick's Road
« Reply #10 on: March 07, 2013, 06:27:44 AM »
Or he likes to raise the tension a bit  8) Actually, he's busy, I gather.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline Hannes

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Re: Mick's Road
« Reply #11 on: March 07, 2013, 12:45:11 PM »
Very promising. I agree about the width of the road.
It's always great to have a reference image to achieve as much photoreality as possible.

Offline mhaze

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Re: Mick's Road
« Reply #12 on: March 10, 2013, 10:55:22 AM »
Next Stage - lots to do.  Improve the moon and sky, sort the lighting improve the road texture and add the focal point

Offline cyphyr

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Re: Mick's Road
« Reply #13 on: March 10, 2013, 11:21:36 AM »
Looking very good :)
The road width proportion is better, maybe make the lines just a little thinner and you've nailed it. I like the subtle lighting, moonlight is incredibly hard to get even close to right. I'm not sure if it's technically accurate but such scenes often have a bluish hue, certainly in the shadows, are you planning to add this?
Keep up the good work:)
Richard
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Offline Tangled-Universe

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Re: Mick's Road
« Reply #14 on: March 10, 2013, 11:29:53 AM »
Well, I have to disagree with Richard. In my humble opinion and definitely to my personal taste I like daylight much better.
If you get the moonlight to work then that would be absolutely fantastic, but I have barely seen a photorealistic, let alone realistic render with moonlight.
It's an extremely tough nut to crack, so I would give it some thought before putting much precious time and effort into getting this type of lighting to work + meeting the aims of the contest.
So far I must say it doesn't look bad at all when you look at the vegetation.

About the vegetation: perhaps you can decrease the scales of the vegetation by half to give the image more depth and scale.
The road may seem a bit wide then.
You can of course also increase camera height to 'fix' this, but still there would only be X number of trees in between the camera and the distant hill instead of 2*X trees, see?

When I build my scenes I often start my populating my scene with trees to get a fix on my scales and final POV.
The size variation I set to those trees will be the size variations for almost all the other models I load into the scene, given that they use similar scales in metres (for example).

 

anything