shadowdragonlord opened this issue on Feb 18, 2004 ยท 14 posts
shadowdragonlord posted Wed, 18 February 2004 at 8:37 PM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1651278
Here's the final scene from my Feb. Challenge Arena image, I'm curious if I should liven it up a little? Anything I should add? Thanks for poppin in to see it...hewsan posted Wed, 18 February 2004 at 8:46 PM
Like the image as is - particulary like how you handled the light of the horizon and the colouration of the sky in that area. If you wish to do more, might consider doing a little bit of backlighting from below and behind the buildings to give their edges more definition against the darkening of the landscape behind (done well there me thinks)
Another area might be to add a translucent drop shadow for each of the characters (subtle is all it would take...) to match what can be perceived at the bridge and around the buildings. With the size of the characters don't think this is a necessity, but might add a bit to it.
Their also appears to be a white rendering flaw in the bush above your name. Might be a white variation to the flowers, but on first look - appears a render flaw....
Very nice as is - always more....
best, hewsan
hewsan posted Wed, 18 February 2004 at 8:49 PM
Another look - there is drop shadows on the characters on the walkway... but had noticed the lack on the other two.
shadowdragonlord posted Wed, 18 February 2004 at 9:15 PM
shadowdragonlord posted Wed, 18 February 2004 at 9:20 PM
Aye, good points, Hewsan! I originally inserted full-on .obj Poser characters, it drove the file size form 75MB to an unmanageable (for my little Duron 1.1GHz 512MB PC100 setup, anyway) 250MB scene. So, the people became pict-based objects, instead. The shadows are less accurate, perhaps I'll paint some in? Only a few dozen pixels, that way... The white object is actually a flower form Plant Studio, a daisy I believe? Yellow interior, white petals? I admit they were too small to render effectively at this resolution. There is another one in the bottom right corner, different flower (randomized), different angle.
Swade posted Wed, 18 February 2004 at 10:08 PM
This is really nice Shadow.... I like the smooth transition between the grass and path much better now. The lighting is nice and the addition of characters is good. This turned out really nice. Wade
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TheBryster posted Thu, 19 February 2004 at 6:52 AM Forum Moderator
Would this not work better if the ramp up to the centre dwelling was actually the top of a sloping bit of ground? In other words, create a mound and form a ramp on the top of it........
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shadowdragonlord posted Thu, 19 February 2004 at 7:08 AM
Thank you, Bryster, I would have never thought of that! I'm not sure I'll change it now, the scene has outgrown my machine's power. Lately i've been settling for a single Duron 1100, and even with 512 RAM it's not what I'm used to. But, this scene went together in two weeks, and I'll keep your suggestion in mind before I post it to my gallery! The problem would be that I would have to design the "terrain' in Rhino. To follow the curves of the walkway, it would be very difficult to "guess" at it with the terrain editor in Bryce. I could loft a couple of cuves into it, but then I'd be relying on the texture of the "terrain" alone to give it credibility. Much rather just make the viewer assume that these people are magical, and silly!
Quest posted Thu, 19 February 2004 at 8:48 AM
SDL, I just love this! Great imagination and excellent work!
Kylara posted Thu, 19 February 2004 at 9:47 AM
Just a tip to make the terrain follow the ramp perfectly: make a distance render from the ramp seen from the top. Use that render as a terrain and scale it so that it is just a very little bigger than the ramp. Then you can put some small erosion on the terrain (or whatever else you want it to look like) and you should be able to fit a bryce terrain right underneath the ramp. I think from this distance, and considering the terrain is mostly below the ramp, a 512 x 512 terrain should be more than enough (unless you want to render a huge resolution)
Kylara posted Thu, 19 February 2004 at 9:53 AM
Small rectification on my post above: This won't work if you can't seperate the ramp from the railing. In that case you will have to make the distance render from below instead of from the top and then invert and mirror the terrain. Either way... with a relatively small adjustment you could make this work
Kylara posted Thu, 19 February 2004 at 9:54 AM
Oops.. and forgot something else... I love it already and I don't necessarily see a reason to make that terrain. Instead maybe just a (few) post(s) underneath to support the ramp?
ysvry posted Thu, 19 February 2004 at 9:13 PM
amazing stuff love the detail reminds me of bosh bravo
shadowdragonlord posted Fri, 20 February 2004 at 3:19 AM
Aye, thanks for your tips, Kylara... I really should have put posts for the ramp in this image, but found the scene becoming tedious as all hell towards the end. Even WITH all of the Treelab trees set to "Show as Box", and all the mesh imports set to the same! It took nearly ten minutes to save... Thanks to everyone else for the tips and praise!