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  1. #1

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    Thanks for the comments. Here's my second pass:

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v2 (trimmed).png 
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    I've replaced the water texture with something that I feel works much better, and darkened the interior compartments.

    Headed in the right direction?
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  2. #2
    Professional Artist Turgenev's Avatar
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    It might just be me but I still fine the water to be too uniformed (samey). The galleon looks great though! Nice work.
    Cheers,
    Tim

    Paratime Design Cartography

    "Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx

  3. #3

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    The trouble is that it's got a very pronounced contrast between bright and dark, which makes the tiling obvious. You might be able to disguise that with an additional texture of a different size blended into it... Perhaps a clouds render out of Gimp would do the trick. Try adding another sheet filled with the attached texture, and give it a transparency effect to taste; 15% is where I'd start. The texture is 700 X 700, so it shouldn't line up with the existing water, and should therefore break up the obvious repetition (I hope).
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Bryan Ray, visual effects artist
    http://www.bryanray.name

  4. #4
    Administrator Redrobes's Avatar
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    There is a tutorial and a script to automate making seamless tiles here...

    http://www.cartographersguild.com/showthread.php?t=1373

    The problem that you have is that the overall contrast of the tile is too high and it needs 'flattening'. Using the script there are two parameters, one is the flattening amount 1 - 3. I would go for 2 unless you think otherwise. And the second parameter is the image to tile and flatten.

    To break up repeating patterns of a seamless and flat tile. Take a layer and flood it with the tile as you have already done. Then take another layer and flood it with the same tile but stretched a bit in both directions. Resample it maybe 131% or so and then flood it into layer 2. Then blend both layers together. Prefereably with a nice noise function but you can do a straight 50:50 average and it still looks good.

  5. #5

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    Well, I think I'm making progress in the water department.

    I started by "flattening" out my water tile. The IM script Redrobes provided didn't work out very well for me (might just be my result with this tile).

    Before:
    Name:  blueish water.png
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    After:
    Click image for larger version. 

Name:	Final.png 
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    Yikes! Even more contrast in that one. I eventually just resorted to tweaking the color levels by hand with The Gimp, and got this (this is actually my second version. The first was a bit more turquoise until I turned the blue back up. See below):
    Name:  blueish water (2).png
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    When combined with a semi-transparent cloud render as Midgardsormr suggests, here's what I got:

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v3 (trimmed).png 
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ID:	5902

    I didn't like the turq color, nor did I feel there was enough "noise" from that cloud, so I tweaked a bit more and came up with this:

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v4 (trimmed).png 
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Size:	1.73 MB 
ID:	5903

    You can still see the water "pattern" if you look for it, though.
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  6. #6

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    Turning up the opacity on the cloud layer a few percent gets me this:

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v6 (trimmed).png 
Views:	264 
Size:	1.61 MB 
ID:	5907
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  7. #7
    Administrator Redrobes's Avatar
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    There is a level 1 to 3 for the flattening. If you go for 3 then its pretty tough on the flattening. Anyway I think your new texture is great.

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