stonemasons pirates cove
robbylein
Posts: 28
Perfect, terrific, applause. Once again a great scene from Stonemason. More of this, please. I can't get enough of models with a historical/medieval theme. So go on like this..... Thank you, Roberto.
Post edited by Richard Haseltine on
Comments
There are others sets like it, but not one by Stonemason and that pretty much says it all, doesn't it? INSTA-BUY! Boom!
Moved to the Commons as it si not a Product Suggestion/in search of post.
edit: this post came out sounding meaner and more critical than i intended.
it's kind of ironic that stonemason could probably work on how he models and textures rocks. In an age of photogrammetry etc, I don't think you can get away with making rocks like that, as they look too stylized. (His enivronments are otherwise incredibly good, i hasten to add!) I prefer his scifi, urban, architectural environs purely because his style lends itself better to less organic materials and models.
I'm going to kit bash it into something Medieval. One does not simply not buy Stonemason.
I don't see anything wrong with the rocks, those look like ones I see every day.
This is on my wishlist for the moment, since this week's budget has just been blown on the Ultrascenery Desert landscape set, but it will be mine by next week.
As with all of Stefan's stuff, I'm getting all sorts of ideas on how to use it.
Cheers,
Alex.
I don't tend to buy really expensive stuff for DAZ Studio these days since I work mostly in Poser but this was really hard to pass up. Maybe I could get it over to Poser using FBX or one of those converter/exporters. Anyways, regardless. BOUGHT!
What is wrong with the rocks? I think they look very similar to Andrey Pestryakov's Stones HR/HR2...which look fantastic. It's photogrammetry that can often end up looking sketchy due to texture size not cutting it.
If I had a need for tropical medieval, I would buy this in a heartbeat!
ugh double post
Could one of Totte/Code 66's scripts for switching instances to another seed work for you? Might be a path worth investigating. Not sure if it's Alienator Pro that would do the job or another one.
Regards,
Richard
while I wishlisted it, I still haven't ruled out buying it payday Friday after paying my bills, I would likely swap out plants myself as would combine it with https://www.daz3d.com/the-streets-of-the-medieval
also link for DAZ-Deals https://www.daz3d.com/pirates-cove forum posts which I still use on Opera
There are a few things I would humbly request from @Stonemason:
1: Include more maps. I get that the low resource use is one of the biggest benefits of Stonemason sets (apart from the quality, obviously), but most surfaces only include two or even one map, and repurposing a bump map for a roughness and/or metallicity map isn't ideal. Maybe sets could include a lightweight texture set and a more fully fleshed out material set?
2: Try to use more consistent naming conventions. I've been retexturing Urban Future 4 in Houdini, and there are a couple maps that are only used for one surface, but the name of the map doesn't match the name of the surface. Then there are up to a few dozen surfaces that have the same name (pipes, for example), but they don't all use the same maps. A single material (again, take "pipes" as an example) could belong to surfaces with all manner of names, so it's really hard to keep track of what's supposed to go where if you go outside of DS.
3: He already includes OBJ files of many of his products, but I wonder if he'd consider adding USD or GLTF support.
Just some things to consider. Keep up the good work!
Well, since he doesn't seem to care much for people that don't use IRay, thus solely relying on normal- and roughnessmaps and not including proper height-maps anymore, I've stopped buying his newer products, unfortunately.
3Delight uses normal maps, at least, and I would think a roughness map could readily be used.
This instantly went to my wishlist. I definitely love Stonemason's stuff. He really provides a quite clean mesh.
Enhancing the testures for closeups is not a big issue, as I tend to render Daz stuff in Blender and there I can add generated maps as well with a lot of details.
I prefer using micro-displacement instead of normalmaps. Roughnessmaps are of course a must.
Poser Superfly doesn't even support micro displacement. There are Cycles nodes that can do that but for whatever reason can't be brought over to Poser Cycles. I didn't even know that DAZ Studio supported that and if it did would that be 3Delight?
One of the strengths of 3DL, it would be stupid not to utilize it;)