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Subject: Weird "mecanical" terrain map!


pidjy ( ) posted Mon, 23 May 2005 at 7:09 PM · edited Thu, 28 November 2024 at 12:22 PM

After making some organic terrains map.. here is my try at mechanical stuff... tu use as a background or whatever!


pidjy ( ) posted Mon, 23 May 2005 at 7:10 PM

file_243328.jpg

untextured terrain


pidjy ( ) posted Mon, 23 May 2005 at 7:11 PM

file_243329.jpg

with a texture (and 2 nanometers!)


pidjy ( ) posted Mon, 23 May 2005 at 7:12 PM

file_243331.jpg

here some cool stuff when duplicating the terrain.. that remind me some spaceships details!


pidjy ( ) posted Mon, 23 May 2005 at 7:13 PM

I hope you like it!


danamo ( ) posted Mon, 23 May 2005 at 7:21 PM

Tres Cool stuff Pidjy! I did some similar greebles in the Forum not too long ago, but nothing quite so elaborate. Great stuff!


RodsArt ( ) posted Mon, 23 May 2005 at 7:26 PM

I humbly bow OH-Greeble Master!! Wow, that's really Cool!

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MoonGoat ( ) posted Mon, 23 May 2005 at 7:38 PM

Intense detail, nice map!


TheBryster ( ) posted Mon, 23 May 2005 at 8:40 PM
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Fabulous!!!!!!!

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tempest967 ( ) posted Mon, 23 May 2005 at 8:44 PM

That's some good work pidjy. Nice job.


tjohn ( ) posted Mon, 23 May 2005 at 8:51 PM

Terrain map mastery!

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Incarnadine ( ) posted Mon, 23 May 2005 at 9:08 PM

"I hope you like it"! I'm going green with jealousy! Wow.

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Kemal ( ) posted Mon, 23 May 2005 at 9:21 PM

Very nice, never tried that before, are you using planetary resolution maps ? :D How many bits are your images, 16 or 24 ? :)


Swade ( ) posted Mon, 23 May 2005 at 11:11 PM

Excellent Pidjy....

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Fo3 ( ) posted Mon, 23 May 2005 at 11:11 PM

"Tutorials please yer' W'rshp"

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stonemason ( ) posted Mon, 23 May 2005 at 11:15 PM

really nice work :) ...does Bryce support 24 bit?..or even 16?

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lordstormdragon ( ) posted Mon, 23 May 2005 at 11:23 PM

It'll do 16, but I don't think Bryce will do 24... I don't think there are that many shades, in real life?


Vile ( ) posted Tue, 24 May 2005 at 1:16 AM

pidjy are you gonna share? Pretty please?


TwistedBolt ( ) posted Tue, 24 May 2005 at 1:42 AM

@LSD-.hdr files use 96bit or somewhere near that...I think humans just cant see the difference at some point though,but they are there.

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UVDan ( ) posted Tue, 24 May 2005 at 1:42 AM
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You're artistic mastery is only exceeded by your generosity. (I think)(for Vile's sake)8^)

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vasquez ( ) posted Tue, 24 May 2005 at 1:49 AM

wow Mr. Pidjy, your use of PSP is amazing! the organic/alien texture and this are just amazing!!! we all missed your great stuff here!! welcome back again!!!


pidjy ( ) posted Tue, 24 May 2005 at 3:23 AM

To answer Kemal, I use the "massive resolution" 1024x1024 , the psp file is 16 bit. Vile and UVDan those terrains file will part of a collection that I will try to sell, But maybe you could be some Beta testers... ;-p


lordstormdragon ( ) posted Tue, 24 May 2005 at 3:25 AM

Attached Link: http://www.hdrsoft.com/resources/dri.html

Aye, HDR files are still only 32-bits per color, but they use 16 and 32 bit floating point operators for the "dynamic range". Jpegs are considered low-range, they are 24-bit files with lots of noise... That's 8 bits per color channel (RGB). A 32-bit HDR image contains the same 8-bits per color (RGB) and another 8-bits floated through the pixels through all of the first three color bits.... Fun stuff! HDRSoft site : "Ideally, an HDR (High Dynamic Range) image has a dynamic range that reflects the ranges of real-world scenes and this can be quite high (ratios of 100,000:1 are common in the natural world). However, the label HDR is sometimes used for any image that has a dynamic range greater than the 255:1 ratio of 8-bit images. More commonly, the distinction is made depending on the number of bits per color channel that the digitized image can hold. 8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range. 16-bit images (i.e. 48 bits per pixel) are still considered Low Dynamic Range, but they definitely have a higher dynamic range than 8-bit images -- RAWs produced by standard digital cameras (12-bit sensor) have a maximum dynamic range around 4,000:1, RAWs from high end cameras (14-bit sensor) around 16,000:1. 32-bit images (i.e. 96 bits per pixel) are considered High Dynamic Range. Unlike 8- and 16-bit images which can take a finite number of values, 32-bit images are coded using floating point numbers, which means the values they can take is unlimited." Open EXR (hdr file type) : "Support for 16-bit floating-point, 32-bit floating-point, and 32-bit integer pixels. The 16-bit floating-point format, called "half", is compatible with the half data type in NVIDIA's Cg graphics language and is supported natively on their new GeForce FX and Quadro FX 3D graphics solutions." HDRShop specs : "The HDRShop 2.0 plug-in for RAW images imports the full 12bit dynamic range of Canon RAW image, while providing control..." Another great site, but really, REALLY technical reading for me... http://www.anyhere.com/gward/hdrenc/hdr_encodings.html


TwistedBolt ( ) posted Tue, 24 May 2005 at 3:35 AM

Cool link,thanks.

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pakled ( ) posted Tue, 24 May 2005 at 10:29 AM

likes....wants..;)

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Vile ( ) posted Tue, 24 May 2005 at 12:13 PM

:D I would love to beta test those! I have a perfect image in ming that you can use to sell them with too!


FranOnTheEdge ( ) posted Mon, 30 May 2005 at 8:04 AM

I don't think I'm good enough to beta test such an excellent terrain map. I could certainly beta test a tutorial using them though - let you know if it's easy enough to follow (ggggg)

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by the shade it casts.

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