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Avonlea Hills - Training Camp

I've been limited by my circumstances for many months, so work on my projects has been slow. That will change soon, though! Over the past week, I've taken a break from my Winter Crossing series to work on an original environment. The impetus for this project was the purchase of a full version of World Machine, which allowed me to create a higher resolution version of a terrain I used last summer in the Humster Character Creation challenge. The thing I like about World Machine is that you can create a number of masks based on the terrain you've modeled. This allowed me to create a better set of maps in Photoshop, for use in Daz Studio. I experimented with a layered shader, but switched to layered geometry shells and masks to add more detailed shaders to the base terrain map. This did result in a sharper line between sand and grass than I wanted, but I might be able to fix that if I go back to the layered shader. I added Avonlea and a campfire, then added some trees, for scale.

Final Standard Render

Final Standard Render

360 Render - I noticed too late that my shadows do not line up with the sun. That was no problem with the standard render, but it's obvious once you can see where the sun actually is!

Base Layer Texture - 5am Lighting

Base Layer Texture - 5am Lighting

Layered Shader - 7am Lighting

Layered Shader - 7am Lighting

Layered Geometry Shells

Layered Geometry Shells

Increased water tiling...

Increased water tiling...

Increased water tiling too far...

Increased water tiling too far...

Detail Test - Sand Layer

Detail Test - Sand Layer

Scale Test - Final Aspect Ratio

Scale Test - Final Aspect Ratio