It is easy to confirm TangoAlpa's point. In order to have 16 polygons in a row, the row has to be 17 vertexes wide, just like a single square has two points in each direction. However, if you count the number of vertexes in the row for the preset cylinder result and the preset spherical result, there are only 16, not 17. The reason is because one of the columns has been put in an overlap of another column. If you can find it, you can fix it manually by finding the two ends, use the BTW tool, and then translate the selection to the side. In general, better to just use the seam/unfold method, which is why I have been putting time towards learning seams/unfold. If you look really closely at the attached pic, I have counted the number of vertexes along the bottom of the crown island, which is 16 not 17. If I remember correctly, there is a thread on uvmapping in which Dart had a clever way of identifying the column with the overlap - but I might be confusing it with another issue.
Diomede, Are you referring to this post in my Modeling Thread by Dart?
I really must re-read your UVMapping/UnWrapping again and repeat and do until I concur it. The other day I tried on a simple default cube, one segment per side... ending up with a row of all 6 sides at the bottom of the UV window... didn't look right so have not tried again... Yet! I should also read the manual again.
It certainly does take practice. I think I'm lucky in several ways in this regard. I actually kind of enjoy it and I don't hhave to do it that often ;)
I'm quite envious of Darth as well. He's got some amazing models he's shown us over the years. I love it! You're doing a great job of sharpening those skills yourself, wgdjohn!
It is easy to confirm TangoAlpa's point. In order to have 16 polygons in a row, the row has to be 17 vertexes wide, just like a single square has two points in each direction. However, if you count the number of vertexes in the row for the preset cylinder result and the preset spherical result, there are only 16, not 17. The reason is because one of the columns has been put in an overlap of another column. If you can find it, you can fix it manually by finding the two ends, use the BTW tool, and then translate the selection to the side. In general, better to just use the seam/unfold method, which is why I have been putting time towards learning seams/unfold. If you look really closely at the attached pic, I have counted the number of vertexes along the bottom of the crown island, which is 16 not 17. If I remember correctly, there is a thread on uvmapping in which Dart had a clever way of identifying the column with the overlap - but I might be confusing it with another issue.
Diomede, Are you referring to this post in my Modeling Thread by Dart?
I really must re-read your UVMapping/UnWrapping again and repeat and do until I concur it. The other day I tried on a simple default cube, one segment per side... ending up with a row of all 6 sides at the bottom of the UV window... didn't look right so have not tried again... Yet! I should also read the manual again.
Thought I would post my workflow for a recent terrain that I am working on. I want a hill in the distance. A spooky building will be on top of the hill. The road leading to the hill will be lined by shade trees. A bridge will span a gap between the road and the top of the hill. The lower slopes of the hill will have some trees and scrub brush. Here is my start.
As always, suggestions welcome. Note - in this case, there is a free program to make roads in terrains. Should have used that. Find it in the free programs that make life easier thread.
OK, I started with my image editor and created a rough grayscale layout of the hill and road leading to it.
I started a new scene in Carrara and inserted a terran. I opened the terrain modeler, deleted the default montain, and resized its dimensions and quality settings. I then imported the grayscale map and changed its height.
-
kk01 heightmap a.jpg
513 x 513 - 40K
kk02 insert terrain rescale import map adjust height and quality settings use 2nd set of camera controls.JPG
To my eye, the imported grayscale map is too rough and blocky. Some natural erosion generally improves it. Therefore, I added an erosion filter to the terrain. I checked the box for rain.
Unfortunately, the default rain erosion is too powerful for a medium size scene. It will look like giant needles punched down on the terrain.
No problem, I just reduce the rain filter effect to just below or above 1%.
Back in Carrara, here is what the terrain looks like if I use the mask for the sides of the road (not the road itself) as the texture map for the terrain. This can be used to control a shader in a layer's list. It can be used to control a replicator to place plants, trees, rocks, or whatever else you want along the side of the road.
kk32 duplicate terrain apply side mask to place duplicated trees by road.JPG
Texturing the road is as simple as creating another base layer in the layer list, constructing a shader for the road, and then applying the appropriate opacity mask. In this screenshot, I used a tile from a predatron pack as the base to construct the road shader.
kk27 2nd layer is road texture used 2 brick predatron maps with marble blender.JPG
I also created other layers for the top of the hill, the lower slopes of the hill, etc. However, the method is the same so I won't post all of them. But, maybe you can see subtle differences from the screenshot above?
Rather than replicate the trees lining the road, I decided to duplicate and place them (I have some custom trees that I have made and saved in the past). To do this, I duplicated the terrain. I applied the road side opacity mask to this duplicate and raised it slightly above the original terrain. Make sure the Assemble room is set to texture shaded. The white of the opacity mask can be seen. Insert the trees, duplicate, and place them along the road. Make some alteration to prevent too much uniformity. Delete the duplicate terrain when trees are placed.
kk32 duplicate terrain apply side mask to place duplicated trees by road.JPG
Rather than use the realistic sky function, I used the backdrop in the scene tab. A simple bigradient was set to a dark blue (almost black) in the top box, both middle boxes are less dark (and equal to each other) and the bottom box is slightly less dark blue.
kk35 bigradient in background and ambient to zero.JPG
so in plural your name means : 'With Odysseus he entered Troy and stole the Palladium. After the Trojan War he founded the cities of Brindisi and Arpi in Italy.' you have been busy ;)
so in plural your name means : 'With Odysseus he entered Troy and stole the Palladium. After the Trojan War he founded the cities of Brindisi and Arpi in Italy.' you have been busy ;
For more on the inspiration for my forum name, Diomede/Diomedes, see the "badass of the week" blog.
I just thought you picked it cause I couldnt spell it :)
Igniting enemy warriors with a searing-hot jet of flaming liquid is great, but Diomedes was more than capable of busting people apart the old-fashioned way as well. According to Homer, this head-crushing behemoth was second only to Achilles in terms of fighting ability and blood-raging fury, a fact supported by the ridiculous body count he piles up throughout the Iliad. In the brutal ten-year showdown, Diomedes kills a couple Princes of Troy, some Amazons, and whatever the hell else he feels is p%^&^ing him off at the time. The Iliad lists nearly thirty names of warriors killed by Diomedes, along with several other excerpts mentioning him "freaking the f*((** out and murdering a s(**&^%load of people with his d())(*&k", so we can assume that this guy was at least somewhat competent in the field of making people his b&*(((*@es.
well, what can I say? I'm impressed.! That shouldgo well with Stezza's new blood sucker complete with anatomical parts
Comments
Diomede, Are you referring to this post in my Modeling Thread by Dart?
I really must re-read your UVMapping/UnWrapping again and repeat and do until I concur it. The other day I tried on a simple default cube, one segment per side... ending up with a row of all 6 sides at the bottom of the UV window... didn't look right so have not tried again... Yet! I should also read the manual again.
Your UVmaps are making me envious.
It certainly does take practice. I think I'm lucky in several ways in this regard. I actually kind of enjoy it and I don't hhave to do it that often ;)
I'm quite envious of Darth as well. He's got some amazing models he's shown us over the years. I love it! You're doing a great job of sharpening those skills yourself, wgdjohn!
Thanks for the vote of confidence, everyone.
Did you change the name of the Brash Lonergan thread? I was looking for it earlier....
No name change for the Brash and Moxie thread. It is here. http://www.daz3d.com/forums/discussion/104646/my-project-brash-lonergan-adventures/p1
Yes, I think that is the thread for the uvmapping fix.
.
Thought I would post my workflow for a recent terrain that I am working on. I want a hill in the distance. A spooky building will be on top of the hill. The road leading to the hill will be lined by shade trees. A bridge will span a gap between the road and the top of the hill. The lower slopes of the hill will have some trees and scrub brush. Here is my start.
As always, suggestions welcome. Note - in this case, there is a free program to make roads in terrains. Should have used that. Find it in the free programs that make life easier thread.
OK, I started with my image editor and created a rough grayscale layout of the hill and road leading to it.
I started a new scene in Carrara and inserted a terran. I opened the terrain modeler, deleted the default montain, and resized its dimensions and quality settings. I then imported the grayscale map and changed its height.
-
To my eye, the imported grayscale map is too rough and blocky. Some natural erosion generally improves it. Therefore, I added an erosion filter to the terrain. I checked the box for rain.
Unfortunately, the default rain erosion is too powerful for a medium size scene. It will look like giant needles punched down on the terrain.
No problem, I just reduce the rain filter effect to just below or above 1%.
I adjust other filters to taste. In this case I also applied a glacier filter to make the slopes of the hill slightly steeper.
I then exported the resulting heightmap. This is to be used in the image editor to create the opacity masks for the road and some replicators.
The map can be opened in the image editor. Use layers to save out the opacity maps. here are a couple examples.
Back in Carrara, here is what the terrain looks like if I use the mask for the sides of the road (not the road itself) as the texture map for the terrain. This can be used to control a shader in a layer's list. It can be used to control a replicator to place plants, trees, rocks, or whatever else you want along the side of the road.
So, for the terrain shader, I use a Complex Shader : Layer's list.
The top layer applies to the whole terrain. The second layer will appear where the opacity mask is set to white. You can use gray to mix.
Each layer can itself be a complex shader with multichannel mixers.
For this terrain, I made the base a mixture of Dartanbeck's badlands and grassy green shaders.
Texturing the road is as simple as creating another base layer in the layer list, constructing a shader for the road, and then applying the appropriate opacity mask. In this screenshot, I used a tile from a predatron pack as the base to construct the road shader.
I also created other layers for the top of the hill, the lower slopes of the hill, etc. However, the method is the same so I won't post all of them. But, maybe you can see subtle differences from the screenshot above?
Rather than replicate the trees lining the road, I decided to duplicate and place them (I have some custom trees that I have made and saved in the past). To do this, I duplicated the terrain. I applied the road side opacity mask to this duplicate and raised it slightly above the original terrain. Make sure the Assemble room is set to texture shaded. The white of the opacity mask can be seen. Insert the trees, duplicate, and place them along the road. Make some alteration to prevent too much uniformity. Delete the duplicate terrain when trees are placed.
I then constructed a custom moon. It is a simple vertex disk. I exported the uvmap and applied a picture of the moon acquired from NASA.
Rather than use the realistic sky function, I used the backdrop in the scene tab. A simple bigradient was set to a dark blue (almost black) in the top box, both middle boxes are less dark (and equal to each other) and the bottom box is slightly less dark blue.
I then turned ambient light to zero, the default distant light to 50% with a blue tinge.
And here is a test render thus far.
This is just the start. Further steps and adjustments can be found in the current Carrara challenge - they only come out at night.
See here - https://www.daz3d.com/forums/discussion/comment/2361351/#Comment_2361351
and here - https://www.daz3d.com/forums/discussion/comment/2364586/#Comment_2364586
Very nice article, Diomede!
As always, suggestions welcome.
Thanks, but I hope people remember to just use the free "road through a terrain app"
https://www.daz3d.com/forums/discussion/comment/2336956/#Comment_2336956
Gorgeous render!
Thanks - much more to do. Will continue in the challenge thread.
Great tutorial... and the final image is WOW!
plus 10 :) nice work Diomede
so in plural your name means : 'With Odysseus he entered Troy and stole the Palladium. After the Trojan War he founded the cities of Brindisi and Arpi in Italy.' you have been busy ;)
Thanks for the comments, Wgdjohn and Headwax.
For more on the inspiration for my forum name, Diomede/Diomedes, see the "badass of the week" blog.
http://www.badassoftheweek.com/diomedes.html
(warning - use of four-letter words)
right :)
I just thought you picked it cause I couldnt spell it :)
well, what can I say? I'm impressed.! That shouldgo well with Stezza's new blood sucker complete with anatomical parts
Diomede, very impressive work and article as well! Thank you for sharing your method of terrain creation. It's very useful for me.