Nature Screenshots! (BIG and NUMEROUS pictures!)

bob what texture for the white water in this pict?

very nice shot my friend what texture u use there for the water? And the fresh colors of flowers ??
this creek does not need any animation its more than well done.
rivers at a ci,village or major crossing you could try Cyberstorm his stuff excellent but use with care as overkill happens faster than u want.
i use it near golden but not sure if I keep it and just make a nice static texture fill in...

Really happy for you when I saw the picture this morning!

roy:cool:
 
@Kon1786: Thank you for your comment, it makes me feel very happy..:wave:

@Roy: Thank you for the up lift..I'm really trying to do what you have suggested..:wave:
 
bob can u answer my post #441?

Just wonna know the textures u used in that super shot.
Keep up the good work and no panorama shot any time soon ok?:hehe: ;)

Regards

roy
 
Roy: The water texture is a build in (2009) it is called "Miscellanous 8"..The Tree is(Flowers) JVC(A3)#9b Maple 23m..Thanks for all of your advice..:wave: :wave:
 
Thanks Bob for the info i'll try them on my creeks

Roy: The water texture is a build in (2009) it is called "Miscellanous 8"..The Tree is(Flowers) JVC(A3)#9b Maple 23m..Thanks for all of your advice..:wave: :wave:


Like you said awhile ago " happy accidents"
I would like to call them happy incidents and while yiu were doing very diferent things these incidents happen for a heavenly supported reason:hehe: and scream for please use me.
also when very busy and a happy incident occurs and you say wow but can wait you either will forget, not find or forgot the correct name etc etc.
Each time you think that is great take the deviation even for 5 minutes as many times it was worth while doing it despite the time setback in your work.
keep up the splendid progress my friend!


Roy;)
 
ng_018.jpg
 
Referring back to Joostens comments earlier. May I be a little contentious here? I agree that random rotation is essential to reduce the unrealistic tiled effect in many textures, but when it comes to photographic rockface textures, they should not be randomly rotated. They are photos of real rocks, so the shadows and highlights will only make visual sense if they are placed the 'right way up'. Otherwise bulges will look like hollows and it just looks wierd. You might have to try a few rotations to see which way is the right way up, but generally speaking, there will only be one orientation that really 'does it'.

Textures of layered rocks are even less tolerant of rotation since the direction of the bedding planes is so obvious and needs to be consistent. Yet you still don't want to get a repetitious tiled effect. In that case, it's great if you can find a set of similar textures and keep changing amongst them as you paint the cliff face.
 
Agreed! I find Deanne's point a real draw-back in a lot of the new high-res textures. Many of them - even apparently simple grass textures - have very obvious shadow detail even at low magnification (scale).

Trying to keep the shadow detail consistent while trying to minimise 'tiling' often makes applying 'modern' textures much more difficult (and often less realistic) than 'older' textures.

Just my .02c

Andy ;)
 
Great shot Bob. :D I have seen some great shots like this one come from you here lately since Roy has been giving you advice. ;) Keep us the great work. :)

Regards.
 
Good morning all

@Dean Dino
Yes rotation and sensitive touch to blend works most times very well on high res textures.
I have adifferent experience though on my high res rocks and mix and rotate/blend them like a charm so I get confused a little bit by your advice to e community.
Plleas check some of my picture in my Canadian Rocky Mountain 2011 thread and tell me the rotation and blend is To much visual or not really and or covered by vegetation as should be the case in many regular situations right?
@Andy what you think of it do I have overkill of rotation on rock areas with respect to rotation?? i try to be very critical on myself but tunnelvision happens to everybody working for a long time alone on projects like these:o
just let me know if I need to change some of them.
to me the rocks I have jump out of the screen at the angle and look very real.
please critize advice not only nice words:)
@Bob you're doing more than great seeing the last picture soon I need advice from you!!
I did look at the textures miscelaneousxxx but they are all "low"res and as such not fit in my route. Kind of liked the creek #8 but seem strange in my route for some unknown reason, maybe try again.
Lots of fun y'all.

Roy;)
 
Hi Roy

I wasn't making a comment directed specifically at your work or your advise to Bob, just a general observation that sometimes one needs to be a bit careful with shadows on textures. I have a new hi-res rock texture I made myself which really 'pops' off the screen and at first I thought 'WOW', but when you actually use it both the stratification and the shadows mean it can't be rotated at all, it is obviously right-way-up or it just looks wrong. Problem is if it isn't rotated it tiles woefully. So far from being 'wow' it is just about unusable! That's the sort of thing I had in mind when I posted...

Andy :)
 
Roy

Just to illustrate how the rotation can change what the viewer perceives, these images are meant to show how rocks popping out in one view become cavities when the image is flipped vertically;

ballast3a.jpg
..........
ballast3b.jpg



scoria1a.jpg
............
scoria1b.jpg



In addition, there is a tiling effect that happens when you randomly rotate any texture with a lot of structure in it (like rocks for example). You can see it clearly in your post (#422 in this thread) especially the second and third pictures - the rotated rock texture forms a repeating pattern with strong lines at every grid square border.

rotatedrock.jpg


So they are the effects that I (and Dermmy) were referring to. Not critical of your texturing, these are generic limitations caused by structure in the photos and the fact that they are being applied to a grid that likes to repeat things.

The only way I can think to combat these effects is to lay the textures down one 'hit' at a time, making sure the orientation gives a realistic look, and using a number of similar textures to prevent repeat patterns forming. It can be quite time consuming when you have large areas to cover, but one way around that is to carefully paint a few 'template' areas, then cut-and-paste samples from them to the rest of the scene..

.
 
Last edited:
Texture rivers are hard and don't often come off all that well.. That one works though! Great shot...
 
Who was that guy who demonstrated how to paint landscapes on a TV show, using oil paints, painting with spatulas and trowels ?

"Here's a happy little tree over here ... and a happy babbeling brook over here ..."

Great shot Bob ! ! !
 
Last edited:
Bob oh my God what are you doing??

That is the best shot and creek i've seen so far on trainz.....:mop:
I have to go back to school and now you will be my teacher ok?;)

Superb one!!

roy:)
 
Morning Dean and Andy,

thanks for the quick response.
yes I am aware of repetitive textures you see the borders if not well rotated and if the rotation of the same tile works or just take a similar rock one.Certain textures indeed not allow rotation at all.
what I do is if large areas or any where you see the borders intersect put brush and tree stuff.
andy I did not feel any criticism from your post nor from Dean its all very constructive friendly and above all informative for all of us.
Thanks for that.
Yes little templates help for covering large areas with textures and I have a huge area to cover 80% done of the project but the last 20% can be more than all the work from before depending on the little details popping up or just feeling the need to fill that little corner with something nice.

roy:)
 
Back
Top