Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 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
 Benchmarking
 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
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 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
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"Bridges"
Added on: Mon Jul 19 1999
Page: 1 3 

After the bridge was completed I started modeling the environment. On the dark side of the image I wanted to visualise a forest with crippled and dead trees.The trees are modeled by TreeFactory Plugin. All three are the same model but each slightly deformed by Bend modifier with different values and direction.
The material for the trees are simple Speckle map in Diffuse/Bump slot kind of a material. Diffuse map uses Gradient Mask map to darken the roots of the trees. Diffuse and Bump Speckle values are of course different from each other. Higher value for Diffuse, lower for Bump.

The landscape is a 100*100 segmented box with FFD modifier applied to create the riverbed. Also the model uses Fractal Noise modifier in Z-Axis. The material for the land is a little bit complex one with various Mix maps in diffuse slots (Figure.2 - The Materials).
The dark side of the land uses a Mix map with dirt texture and a solid black tint blended with a Gradient map while the grassy side uses a Mix map with grass and dirt texture blended by a Gradient map.

Finally the dark and grassy sides are mixed by a linear Gradient map to define the riverbed texture. I use all Gradient maps with Noise active. This way I achieve a more random look while mixing or masking the texture maps.


The river is a simple box with Raytrace map in Reflection slot. Raytrace map has falloff value active to create realistic reflections. The trick with the river is that it has a texture map to create the illusion of the foamy parts of water where the poles are meeting the river.
To create this texture map I rendered a Top view of the scene with only the bridge, landscape and water visible. Then used this rendering as reference to paint a texture map over it in Photoshop (Figure.3 - River Texture). This texture is used in Diffuse, Shiness Strength, Shiness and Bump slots of the river material. And by adding several particle emitter objects to simulate the flow of water the illusion is created.


I then placed some stones and rocks near the rive bank or inside the river. All of the stones have a Speckle in Diffuse/Bump slot kind of material. The grass is modeled by the Druid Grass-O-Matic plugin. A free and very efficient plugin for creating grass also with lots of parameters. By the help of this plugin I easily placed grass blades on to the selected faces of the landscape geometry.



 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.