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vissroid wrote: »
Actually I was tempted to contact you ...
edwardgtxy wrote: »
hmmm, need some suggestions. still seems to be a little weird... but i cant figure out whats wrong with it?
su_liam wrote: »
It's interesting to see an example of just how much relief can be seen from space. Here is a shot from the ISS: The Alps
More stuff in the pipeline... to bad my SVN Blender is acting up on me. Gotta fix that asap
my style very much consisted of simply painting and textures in photoshop and using 3ds max as well to make these.
Mine has consisted mainly of digital brushing on a tablet and the use of textures to get my planet started. textures as simple as cracks outside on my sidewalk to space images taking of earth to get the feel of what things look from above(like the way mountains are shaped) to even try to get the feel of painting them even. r course without the use of using the texture in my brushes. and to give a much more fluid look to things fitting in the world.
I've ran into lunarcell many times before and never really experimented enough with it to have any great use. but you've giving me some new insights on testing it some more really.
tho' I've been separated from the art community for quite some time now I've seen in these last few days has been giving me some inspiration to start back up(I seem to have let myself a bit out of the loop in the last year). and seeing that there are good tutorials still showing up out there is promising on how to even improve my skills in a new way.
wow...lol. its late right now and I have to go to work in the morning and yet you started something in me off of a simple question. we may have to talk about this some more and share some insights. find how to give out to the art communities more than one way to get things done. :devil:
You can drop me a PM in these forums if you like... I read them on the average once a day.
Vissroid is quite right about the bump. I might elaborate some more in the tutorial appendix or in a more article style letter about the nature of maps and how they might interact. -IF- you go for a photoreal look, I suggest not having a bump at all, for a full disc render is the way to go. You have to go pretty darn close to a planet to actually resolve bump-i-ness. Even on smaller bodies like our moon, you need a pretty heafty magnification to detect "bump", although a smaller body have more elevation to radii ratio.
You might want to take a look at your atmosphere settings and the specular on land/ocean, but keep them renders churning out.
I don't mind the bump mapping. It's a little more than realistic, but not visually unpleasant. It looks like the water level is a little higher than the edge of the land. There looks like a vast wall of water around the low coasts.
Lower the water level, maybe reduce the bump amplitude a bit and it should be good.
If your going for fullan hard realism, remember that in scale the Earth is about as rough as a cue-ball.
That's pretty impressive! Mind you; a 800mm super-telephoto lens is a hell of an upgrade on the Mk 1 eyeball
Now for a Firefly shot. I'd say from the jiggle it's at least a little telephoto. Last night I watched an Olympic medal ceremony. They zoomed in on the gold medalist from so far out and apparently the cameraman had too many double espressos. Made me pine to watch me some Firefly. Then I put on some Battlestar Galactica. Up till two in the morning working off that jones.
Anyway, I am known to be a resilient guy, so here is the next page. (I hope this tutorial really get finished soon )
You talked about cloudbump map for the low orbit shots. Can you explained more about this?
I have now compiled the PDF that was sort of promised in the beginning of this thread. I took me darn long time, I know, but ye' ol' old timers know that I tend disappear and the re-appear without any real warnings
You can download it from here (temporary storage, will edit this link if place changes)
Now, I will go through this thread and my PM box and try help ya'll with those more detailed questions.