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No, I''m NOT the LARPer you''re looking for...


    
Poster: Nik
Image: No, I''m NOT the LARPer you''re looking for...
Image Details: ID: 8476 - Image Type: JPG - Size: 765 x 641 (93KB)
BBCode:
Posted: 26 Jan 2022 03:02
Views: 33
Pic Description: This began as a real-neat MMD Medieval-ish cell stage by MMD4you. Note is ''budget'', not ''freebie''.
https://www.deviantart.com/mmd4you/art/DL-MMD-Fantasy-Stage-V13-PMX-Original-DOWNLOAD-904930869

I converted it to OBJ+MTL using ($$) 3DOC, but could have used free PMX Editor''s export tools. 3DOC could not grok several textures'' JPEGs, so I converted those to JPGs with free Irfan View.

Mesh imported to Poser at ~10% original scale, needed rotation of X: -90ยบ. The model is a ''stage'', so the ''Fourth Wall'' is absent. I in-filled using a Poser Primitive box, suitably scaled. Took me a while to fix why the nice cell-wall texture ''wrapped'' this wrong.

In ''Advanced'' properties, it needed both ''auto fit'' setting, and map U+V scales setting to 0.35. Texture now had sorta-correct proportions, but was clearly upside down. Rather than play with eg ''mirror U/V'' options, I flipped a copy of the texture with Irfan View.

Still, looked a bit ''flat'' on a quickie test-render. I used Irfan View to ''reduce the colour depth'' to B&W, got negative version of this and applied as bump / displacement map.

I made a similar bump-map for the cell''s three walls which, a test render showed, now looked really ''craggy''.

The surrounding Poser ground seemed rather boring, so I used the cell''s nice ''crazy paving'' texture. I had to set map U+V scales to 0.05 to get the right proportions.

Lighting was a pain. I even tried shining a really bright spotlight in through the small, high window, could not get enough light into cell. In the end, I went for ''torch-light'' as seen above...

Upside, wrangling this nice model, I''ve learned several more nuances of Poser''s material room.

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Comments
Poster Message
 
 28 Jan 2022 08:15
Thank you very much Nik! I didn't realize making a bump map, from the material itself (but I should have ). Now, I'd like to apply it to floors which should look paved. instead of flat & smooth.



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 28 Jan 2022 13:38
If you have or can get enough contrast, such as darker joints, it is easy. Also, you can change bump 'amount' setting in material between 'plus' and 'minus' to extrude or inset. Or is it vice-versa ??

https://www.deviantart.com/nik-2213/art/Oops-840124790
https://www.deviantart.com/nik-2213...shoot-843690347

A 'gotcha' is that object Properties --side-kick to Parameters-- has an oft-overlooked 'Displacement Bounds' dial. Set too low, it inhibits significant 'relief' or 'intaglio' forming...

Getting vertical scaling 'right' for landscapes may need many trial renders. Really, really helps to know the horizontal scaling. I even found and measured that volcano on Google Earth, was still 'off' by 20~~30 %. In the end, I shrugged and made a joke of it...


FWIW, that 'breached caldera' may feature in 'Erewhon'. This is my hypothetical, part-terraformed mega-moon of 'Freya', the real tau Ceti 'f', a super-Earth or sub-Neptunian, which is at cold edge of 'habitable' zone. I reckoned a face-locked mega-moon, tidally stirred, with 'Frey-Light' during almost all of each lonnng night, would be habitable. Well, sorta-kinda. Is actually in 'ice age', as a flush of vegetation ate most of the volcanic CO2 from last big eruption, killed its 'greenhouse effect'...

Imagine this caldera as part of a vast volcanic complex akin to Mars' Tharsis Rise, which straddles equator and faces Freya, Settlers dig in along the equator-facing slope of a vast out-flow canyon, just above spring-line. Too high, they're subject to Katabatic winds. Too low, they're at risk from limnic eruptions, also known as lake overturns, per Lake Nyos. And, yes, every few years, there's an expedition to the lake, to 'depth-charge' it, make it safe again...



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 31 Jan 2022 10:07
Thank you kindly Nik!

I just searched for "limnic eruptions" ... CO2 escaping from water & suffocating life forms, woah , that's something else!



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