Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"The Gate"
Added on: Wed May 26 2004
Page: 1 2 4 5 6 7 

Lights are simple too. There are 3 spot lamps with shadow buffer and one area light as Sun. The area light gives the strongest light and the strong shadows. I love the soft shadows of the area light.
Area light rendering is slow, but with dithering, we can use only 2 samples for draft rendering. This is fast, and on the final render, we can increase the number of the samples. There is a faint red spot lamp directed to the golden door. It makes a warm "glow" on the door.

At this point I have the the overall color and feeling of the picture. I had to elaborate the environments of the gate in order to fix the composition.

For the rocks and plants on the rocks (maybe grass) I used displacement mapping. The geometry is very simple, as you can see in the picture. In Blender, the displacement works by modifying the mesh's vertices, so if we need complex result, we need many vertices. So I used the subdiv again. In Blender we can set the viewport subdiv and the render subdiv.
I can set very high subdiv on render, the viewport will not slow down. I use same texture for color and displacement. But on the grass, the displacement texture has higher contrast and it has alpha channel. For alpha channel I used the color channel with high contrast.

The base geometry of the rock/grass is the same.

� 1997-2023 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.