Hell Creek Modules [Commercial]
Herschel Hoffmeyer
Posts: 629
Hell Creek Modules [Commercial]
Get it here: Hell Creek Modules
The Hell Creek Modules feature 6 large-scale and unique terrain modules that can be pieced together in many different ways. Create your ideal scene of the forested floodplains of "Hell Creek" 66 million years ago. Such dinosaurs as Tyrannosaurus Rex, Dakotarpator, and Triceratops lived in Hell Creek. The modules are designed to house even the largest of dinosaurs so there's plenty of space to comfortably create your ideal scene.
All 6 modules below:
Tiling Example:
Duplicate and rotate modules to create a fresh looking scene every time. Each module is made up of multiple layers such as the terrain, ground cover, small trees, and bigger tree types. Any layer can be removed or turned off if not needed.
Scale:
Textureless:
Examples used in Artwork (Dinosaurs not included):
Post edited by Herschel Hoffmeyer on
Comments
Very nice! Will you be including presets of assembled modules?
No because the modules are already pretty big individually. Using them myself, I only use 2-4 per render scene as I think that's all you need so your scne can be assembled pretty fast. It also depnds on camera angles that you want to capture, you don't want any modules outside of what the camera can see. I combine the scene with an HDRI as shown in the bottom two examples of art (night scene uses 3, day scene uses 4 modules).
Good to know, and thanks for the reply.
oh, those look *nice*. very well done. great shapes, and your textures are always incredible.
leaving plenty of room for dinosaurs to move around looks like it's also made plenty of room for light to fall, which is great...it's tough to find a good forest environment (or spots in a forest environment, even) where HDRI light and shadow angle and balance aren't difficult to wrangle. these look like they'd offer a lot of freedom that way.
so cool.
:)
j
Good point, jardine. These look wonderful, Herr Hoffmeyer!
Herschel,
Very impressive! Is there anything you can't excel at? I will await further developments with interest.
Cheers,
Alex.
Wow, those details are amazing. Awesome work, Herschel!
Thanks everybody, I appreciate the supportive comments!
This looks fantastic!
This looks amazing!
Looking great.
And bought!
This is so awesome!
On my wish list for the moment but it will be mine!
Cheers,
Alex,
Thanks for the support guys and enjoy!
Like others I am in awe of your all round talents but what stops me from buying is that it isn't truly modular in that the trees and plants aren't separate objects, that for me is a deal breaker. I really love sets that can have more uses than static sets. I love kit bashing. :) Still I do love the quality of your products.
Although I concur with Szark in the sense that I also would have liked to have individual trees and plants to play with, that didn't stop me from buying it. With a little work, one can easily isolate a particular geometry and use it as a separate prop if you like kit bashing. Personally, I tested it and I liked how it reponds to different lighting scenarios and especially the fact that the geometry can be subdivided and supports an added displacement nicely without visible artefacts, thus allowing for better close-ups. Color-wise, it integrates quite nicely with other nature HDRs. Here is a quick test render I made integrating one of the modules with a forest HDR.
Modular environments which can be seamlessly tiled are a huge benefit. Was an instant purchase.
Yeah I could use the goe tool to split things off but I would prefer it to be done already but looking at your render I just might have to get it and do just that. Though it be time consuming it might be worth it in the long run. I just find that it would have been easier for the PA to do that already for the price we pay for things these days. ;)
maybe one could use Draagonstorms instances plus script to tile huge scenes of this set
or someone like V3digitimes could write a tiling randomise instancing script
looks cool but I am not buying it because I have Carrara if the trees and shrubs were sold individually I might have grabbed them as I do collect mesh foliage because carrara trees are very highpoly indeed and I actually use DAZ studio sometimes too with a few foreground trees to composite into scenes.
An idea would be some variation on the shapes of the trees and shrubs as an addon and standalone so owners of the sets could buy them too to enrich their scenes.
I am probably going to get it for an "alien" world that isn't too alien but isn't California.
like this set, bought another forest set that looked impressive and was huge but couldn't get it to work right for me really took forever to do anything but this this is perfect
https://www.daz3d.com/gallery/#images/753356
This is a fantastic set, and it renders fast given compared to ther jungle sets. In the attached picture I used Hell Creek modules 03 and 05 with the backdrop from Mesozoic Badlands, Orestes HDRI Summer Day 05 and Terradome 3 atmosphere with forest haze.
All those renders are great! Looking good.
As far as making individual props... I can do so but it would have tobe its own product as I have close to a dozen variations of each type of tree, rock, etc. It could work as a forground enhancement pack to add more details to stuff closer to the camera.
The modules are designed specifically for kit bashing though (on a time manageable level) to quickly throw a scene together, which I think appeals to much more people. Assembling scenes like in the promo images would take a few hours (minimum) assembling it by each individual mesh piece (some modules have over 100 unique meshes). Each module contains different layers (divided by plant type; metasequoias, ferns, palms, plmalettos, ground cover, etc) you can just delete or even seperate from the rest of the groups. For example: You can seperate a palm tree group from a module and slap it in you own scene, controlling the trees as a group. Some modules have on one mesh of a particular tree type as well.
Ok that sounds good. Yeah it probably does appeal to much more people but I am not a load and render type of guy. I build scenes and yes it take hours if not days to do so hence why I hate having to split of things with the geo tool. But of they are just grouped then that does make it easier or have I misunderstood?
OK I went and bought it. I can work with that, looks awesome, really awesome.
I noticed you used a spec map in Glossy Layered Weight, Reflectivity and Glossy Colour, plus Top Coat. Is there a reason for this as I was under the impression true PBR used full Weight (1.00 with no map) Reflectivity at the default of 0.50 and Glossy colour white for most surfaces. Plus Top Coat was for things like Varnish etc.
I see the colours are richer for this as I tested it with and without but using Substance Painter for a few months and referring to the DAZ3D documents for Iray Metal/Rough I was under the impression that there shouldn't be a need for what you did. If you have a few spare moments could you share to the why, please. I am truly interested.
You definitely don't need top coat active or a spec map in reflectivity with it at the default of 0.50. So that just leaves Glossy Layered Weight that needs the spec map to keep the colours rich. I wonder why Substance Painter doesn't include a spec map in their Metal/Rough Export settings.
The specular map should only be used on the gloss color material setting, while the map titled glossiness (controling the amount of light reflected) should be tied into all the gloss and top coat material settings. In some cases the maps are very closs to the same shade and others are very different. The one image seems to appear to be more vibrant as it is absorbing more light rather than reflecting it.
and lastly all sufaces as above and with Glossy Colour White without maps. As you can see there is no noticable differenes from your preset to this last one. What makes the difference is that Weight (spec map)