Glob Studios Posted June 20, 2011 Share Posted June 20, 2011 I'm working on a music video for my band. The instrumental tune is called Escape from the Mines of Titan, and that pretty much spells out the plot. I just started work, and quickly put together a scene. I just created a surface, added some hills and valleys, and put on some color and roughness that gives it a sandy look. (Saturn behind it is an actual NASA photo.) The real Titan has a landscape more like that of the moon, but I would be OK with keeping it sandy. I'd love to hear any tips or suggestions you guys have about improving the look of Titan (maybe a material or image texture?) It's not bad for the small amount of time I've spent on it so far, but it can be improved. Thanks! Quote Link to comment Share on other sites More sharing options...
johnl3d Posted June 20, 2011 Share Posted June 20, 2011 close up material or further away ? quick try Quote Link to comment Share on other sites More sharing options...
Glob Studios Posted June 20, 2011 Author Share Posted June 20, 2011 close up material or further away ? quick try Nice! Some close up and some further away will be needed. I'd welcome ideas about either. What did you do to create the material in your picture? Quote Link to comment Share on other sites More sharing options...
johnl3d Posted June 21, 2011 Share Posted June 21, 2011 used new material plugin alibi planet and made it a displacement material after playing with the settings then colored the model Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 21, 2011 Hash Fellow Share Posted June 21, 2011 A few boulders might help the effect. Model a rough lump and put a few larger ones inthe foregournd and smaller ones in the mid ground and maybe none in the distance. There are several Darksim shaders included with A:M that make terrain-looking surfaces. If you do some hunting on "grayscale elevation map" you may find an image that could be applied as a displacement map to give you more surface detail. This one isn't quite a proper elevation map but it's similar, height is represented as brightness: Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 21, 2011 Hash Fellow Share Posted June 21, 2011 another example Quote Link to comment Share on other sites More sharing options...
Glob Studios Posted June 21, 2011 Author Share Posted June 21, 2011 Rob and John, thanks so much! This is a big help. I'll give it a try and post my results. Quote Link to comment Share on other sites More sharing options...
thejobe Posted June 21, 2011 Share Posted June 21, 2011 Planet texture maps some basic ones. Quote Link to comment Share on other sites More sharing options...
Glob Studios Posted June 23, 2011 Author Share Posted June 23, 2011 Planet texture maps some basic ones. Thanks for this! The Pluto bump map (which is actually Ganymede) may be exactly what I am looking for. -Vance Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted June 23, 2011 Share Posted June 23, 2011 Have you had a look at the DarkTree materials? Quote Link to comment Share on other sites More sharing options...
johnl3d Posted June 23, 2011 Share Posted June 23, 2011 this is it http://www.darksim.com/Repository/ Quote Link to comment Share on other sites More sharing options...
Glob Studios Posted June 26, 2011 Author Share Posted June 26, 2011 I want to thank everyone for their kindness in giving me lots of good suggestions. I've tried most of them, and thought I'd share my results with you. First I tried just applying the photo texture shared above. It didn't quite give the look I was going for. Next I tried the Darktree Lunar texture. This worked OK, but when I tried to scale the texture up much larger (100000%), A:M (15.0j) crashed. When I do the entire moon, it looks like this might be a good one to try. Next I tried the displacement map shared above. When I scaled it up, I ran into some issues with the resolution not being fine enough. I thought if I added some roughness, it might pass, so these are what I got when I tried that: This was also going to make animating walks, etc. difficult because the height of the displacement doesn't show up in the choreography. I finally went back to tuning just geometry and roughness, and got something I think I will go with, after a bit more tuning. Anyway, thanks again for all the suggestions! -Vance Quote Link to comment Share on other sites More sharing options...
thejobe Posted June 26, 2011 Share Posted June 26, 2011 this was a test i ran to show different texture types the foreground is a color map at 75 opacity with a color overlay and a texture map with bump setting at 5000%. the background planet is material, darktree stoneIgneous. Quote Link to comment Share on other sites More sharing options...
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