Denmark
Joined: Jul 7, 2013
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Re: In a hole in the ground there lived a hobbit...
@bdfd
But the procedure for relief looks long and complex.
I'm not sure I quite understand what you mean by the procedure for relief, but yes, the process is long and involves a lot of try-&-fail – especially when it comes to handcrafting the height-field map for the inner shell. I still have some modifying to do on both the outer and he inner shell, like making more holes for windows in order to increase the amount of daylight.
How do you apply all different textures ?
I use Photoshop both to create and re-size most of my textures. Since SH3D can only scale the size of a texture, a texture applied to the side of f.i. a tall and thin object ( like a pillar), will result in a stretched and distorted texture. And that's where Photoshop comes in handy, since it enables me to tailor-make textures for objects with non-uniform sides ( like a pillar). But I really find Photoshop a bit to complicated for applying textures to my models, so I prefer using SH3D to apply textures, so most of the texturing is done with SH3D, and the rest in Verto Studio – an almost free program for OSX I use to generate terrains and occasional models.
Western Europa
Joined: Mar 29, 2014
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Re: In a hole in the ground there lived a hobbit...
@bdfd
But the procedure for relief looks long and complex.
I'm not sure I quite understand what you mean by the procedure for relief, but yes, the process is long and involves a lot of try-&-fail – especially when it comes to handcrafting the height-field map for the inner shell. I still have some modifying to do on both the outer and he inner shell, like making more holes for windows in order to increase the amount of daylight.
How do you apply all different textures ?
I use Photoshop both to create and re-size most of my textures. Since SH3D can only scale the size of a texture, a texture applied to the side of f.i. a tall and thin object ( like a pillar), will result in a stretched and distorted texture. And that's where Photoshop comes in handy, since it enables me to tailor-make textures for objects with non-uniform sides ( like a pillar). But I really find Photoshop a bit to complicated for applying textures to my models, so I prefer using SH3D to apply textures, so most of the texturing is done with SH3D, and the rest in Verto Studio – an almost free program for OSX I use to generate terrains and occasional models. Hope that answers your question. Cec
TY Cec.
oh my God, which courage and patience !
Happy New Year.
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Evil progresses when good people do nothing! --- SH3D 7.1 and nothing else - W11 64b in 4K
Denmark
Joined: Jul 7, 2013
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Re: In a hole in the ground there lived a hobbit...
Here are some more detailed renders:
The kitchen and the entrance to the eastern bedroom. This is an early rendering and the bedroom wall has been re-textured in the meantime.
A closer view of the unfinished kitchen.
The eastern bedroom
A glass of wine in front of the fireplace. (I can see that there are some white spots here... six white spots. That's odd. I'm normally quite good at avoiding white spots.)
Rocky stairway to the mezzanine.
These renders are examples of images I can use as a basis for further processing. Persons, text (and maybe other elements) will be added, and the idea is that the final illustrations will appear a lot less realistic than these renderings.
Western Europa
Joined: Mar 29, 2014
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Re: In a hole in the ground there lived a hobbit...
I like megalithic stairs...
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Evil progresses when good people do nothing! --- SH3D 7.1 and nothing else - W11 64b in 4K
Spain
Joined: May 9, 2012
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Re: In a hole in the ground there lived a hobbit...
A perfect mix of antique and modern things... What a change for the tale! I wonder whether in this case the One Ring would control the rest using Bluetooth or Wi-Fi.
---------------------------------------- If a long walk every day were healthy, mailmen would be immortal.