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atrodler

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Reply with quote  #1 
***edited 6/14***
bigstick, just for you. swapped foreground 2D trees with 3D trees. hoping to regain that lost illusion.[thumb]
nature park-3.jpg


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davew

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Reply with quote  #2 
My god, Andrew.  This is what would be called 傑作 (greatness, production).  In other words, Masterpiece. 
Can you give us detail on this model.
How was that limestone cliff modeled.
bigstick

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Reply with quote  #3 
Looks to me like it's reasonably simple geometry, but beautifully textured [smile]

Some of the foreground trees don't look like face-me, the orientation isn't quite right which breaks the illusion for me.

Otherwise it's great!

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atrodler

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Reply with quote  #4 
Thanks Dave and bigstick. As far as the cliffs, bigstick pretty much hit the nail on the head, fairly simple geometry but careful texture selection and UV mapping. After I get the lay of the land I select an area and use the joint push pull plugin to extrude that face to give the appearance of thickness to the rock. The trees are 2D face me trees throughout simply because this model is 100 plus acres in size so I think that is why the orientation is a little off on the edges of the image in the foreground. The model is much larger physically than what is in the frame so the face me configuration is based on a much wider physical space which causes 2D components to not face me as much as they would had the model been much smaller... make sense? I suppose cropping the image would help. To give a sense of size, here is an image looking the other way. I've modeled the entire lake. 
19 04 01 MVC north 3.jpg 
Below is an image of the terrain with hidden geometry on. One thing that I have worked on over the last couple of larger models is working and maintaining my TIN data in a grid layout which substantially reduces the poly count and subsequent model size not mention much easier data point editing and manipulation.  Gives you an idea of how the cliffs were modeled. Much simpler than perhaps initially assumed.

geometry.jpg 

As always, Thanks for the kind words.


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bigstick

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Reply with quote  #5 
That's a *really* interesting image! Where did you get the TIN data?
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atrodler

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Reply with quote  #6 
I modeled it.

I start (usually) with Autocad contours with elevations from a site survey, import into sketchup and generate a terrain using sketchup's built in sand box toolset, which , if anyone has worked with it knows, works but is messy.  The result always needs cleaning up and then once I'm satisfied I convert it to a grid terrain, to keep it clean and easy to work with as well as reduce the poly count. Of course the project site ends at the limits of the project so to get the surrounding context I download terrain from google sketchup, combine with the project terrain, and then have the foundation for which the rest of the model is created upon. 




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atrodler

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Reply with quote  #7 
see first post
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JF

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Reply with quote  #8 
Great texturing indeed!. I had seen the original image and, for me, replacing the foreground 2D trees with 3D ones did make a difference (in terms of realism). I might be mistaken but that looks like a new visitor's center on the US-side of the Adirondacks [wink]
bigstick

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Reply with quote  #9 
Oh yes - excellent update. Now you're talking! [thumb]
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arqcova

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Reply with quote  #10 

Quote:
I convert it to a grid terrain

 

Is there a plug in for that? or what is your process?


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atrodler

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Reply with quote  #11 
I use the instant terrain plugin by Vali architects. It works very well. Easy to use. Creates a clean grid terrain. You can control the grid spacing in a couple of different ways that allows you to find the right balance in terrain precision and poly count.
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drawovis

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Reply with quote  #12 
Thanks Atrodler, for sharing all that! I love to read about how people get things done. [smile]
I really love your work. I usually notice that nice haze you've added to your scenes. Is that done PP?
I tried something like that with the help of this tutorial: http://suplugins.com/podium/tutorials/depth-of-field.php
But my knowledge coinsuring Photoshop doesn't go that far to get a result.
atrodler

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Reply with quote  #13 
Thanks!
As for the haze. I use a technique similar to the DOF technique you posted. I use this technique, see link below. The old fog technique. The black and white export is from the model. The rest is done PP. The black and white export is used to create the alpha mask.

The one thing that you have to pay attention to is when you have alpha channel materials in your model, primarily plants. When you switch to the monochome view in sketchup, that view does not recognize the alpha channel so the entire material is displayed and the technique doesn’t work. So in order to make it work you have to keep the model in the full textured view. Once my model is complete I save a duplicate and delete all materials without an alpha channel. For the materials with an alpha channel, I edit each texture in photoshop to be pure white and will then still retain the alpha channel in the model. What you get is a model that resembles the monochome display setting but is still in full texture mode so all materials look like they should. For example leaves and plants look like they should, white, not squares.


https://supodiumforum.websitetoolbox.com/post/su-fog-with-podium-render-3352381

I’ll come back to this...

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drawovis

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Reply with quote  #14 
Thanks for sharing all this! Secretly I was hoping it was a simple, strait forward procedure...
But I store all these info to try it out when I'm not so busy... 😃

arqcova

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Reply with quote  #15 
You give me an idea Drawovis I will make a post linking all my bookmarked posts for the tips in this forum; there are some good tips that I don't see anywhere but here
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