Palau repaintV1 - airfields arriving
#31

Redko, in your load.ini water2=, at the end of the entry you place a " ,2 " to make the texture look smaller or a " ,-2 " to make it look bigger. Sometimes when you do this it can help that carpet affect. You just have to experiment with it to see how it looks.
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#32

Fireskull Wrote:Okay, if you have the same object and want to make it appear random to the viewer's mind instead of an obvious pattern, then this is what to do.

1) Randomly pivot or rotate each placement of the object, in this case essentially a texture, so as to break the pattern appearance ( like the pattern of a mowed lawn or a carpet repeating pattern ).

2) Blend the edges of them together a bit to further conceal that they are in fact identical in geometry.

I hope that I was clear this time. Smile

Oohh ok.

For the moment i'm just looking for a "global" rendering. i'm working only with 2 textures. it's the method i used since Okinawa repaint to kyushu repaint. i break the pattern with manual painting. i never go into details until i don't have a gobal vision of the map.

Take those pics just as sketches it's a drawer technic. When i get the vision of what the map will be...then begin the real painting process.
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#33

Redko, i have at least 6 maps at this level, don't believe any of them are good enough to be released as downloads, i'm more interested in experimenting with them than flying them,
compare my repaint to yours and you get the picture, if and when i manage to achieve multi textured water on the palau map then i'll pm you with the results and how to do it, i,ve been
consulting with Bombsaway on this project already and he is happy to surply textures for it so hopefully between us all we might be able to do something amazing with the water on this
map
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#34

Oh, good.

To many people, even subtle repeat patterns are easy to notice, even distract. People instictively know what should have a repeat pattern and what should not. This is so powerful in visual perception that the artist, such as yourself, must go to extreme effort to avoid or conceal patterns.

Just trying to help. I have been pestering 1C: Maddox Games for the last several months to correct this in Storm of War.

Keep up the fantastic work!
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#35

Bombsaway Wrote:Redko, in your load.ini water2=, at the end of the entry you place a " ,2 " to make the texture look smaller or a " ,-2 " to make it look bigger. Sometimes when you do this it can help that carpet affect. You just have to experiment with it to see how it looks.

Ok i saw this on the tutorial.

Just for information don't take care of those carpeted coral textures...those pics were just to show i was able to edit map_c now. these aren't the final texture i'm just exploring the tutorial.

i will created later coral texture and see those you could provide too.

now i just need a bad texture just to see where i must ad shallow water and where not. tha's all :wink:
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#36

If you texture the shoreline how you want it lets say a sandy beach then go to map_c and using the smudge tool you can gently pull the colours off the beach and stain the water the same colour but diluted,
this takes a bit of practice but its another way of getting 2 water colours and then you can blur that with a water texture tile and smudge it to create a bit of depth
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#37

Fireskull Wrote:Oh, good.

To many people, even subtle repeat patterns are easy to notice, even distract. People instictively know what should have a repeat pattern and what should not. This is so powerful in visual perception that the artist, such as yourself, must go to extreme effort to avoid or conceal patterns.

Just trying to help. I have been pestering 1C: Maddox Games for the last several months to correct this in Storm of War.

Keep up the fantastic work!

No problem mate.

One of the reasons i started repaints of some stock maps is i'm sick of the unatural aspect stock maps have and unfortunatly some new ones too even if most of mapmakers did big progresses in that.

VonBarb opened i topic about that, he has his technic with a buffer texture....i have mine with my "all by the hands painting method". make disapear patterns is the KEY of photorealistic maps

if you downloaded my Kyushu repaint V1.0 here viewtopic.php?t=22275 you will see there is almost no patterns. I say almost because IL2 engine don't let us make patterns disapear at 100%.

BUT...what's interresting with my last map is that in it i tryed to show that sometimes you can play with pattern and turn it to your advantage. in Asia fields are very geometricals. when you play with pattern you can simulate human activity on nature, and it woks :

[Image: 4259690962_b0b6963cb9_b.jpg]
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#38

ziggy-22 Wrote:If you texture the shoreline how you want it lets say a sandy beach then go to map_c and using the smudge tool you can gently pull the colours off the beach and stain the water the same colour but diluted,
this takes a bit of practice but its another way of getting 2 water colours and then you can blur that with a water texture tile and smudge it to create a bit of depth

Ok will chek that.
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#39

Redko,

That's fantastic work on Kyushu! Thanks from the bottom of my heart! It is so beautiful, it almost makes me cry.

As an artist, you have the correct thinking for maximum visual impact. Yes, we are perfectly in agreement philosphically. The viewer knows where to expect patterns and where not to expect them. Your example of the Oriental tendency to establish geometry is true. The Germanic peoples of Europe do the same thing. It is very strong in the Netherlands, for Example. Being of German decent, I see it all over the world where patterns appear. It is mostly genetic but somewhat cultural as well. Fascinating, really, huh?
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#40

ziggy-22 Wrote:If you texture the shoreline how you want it lets say a sandy beach then go to map_c and using the smudge tool you can gently pull the colours off the beach and stain the water the same colour but diluted,
this takes a bit of practice but its another way of getting 2 water colours and then you can blur that with a water texture tile and smudge it to create a bit of depth

little question.

i'm painting map_c to indicate where shallow waters are....so the more the zone i paint is clear more shallow waters are close to surface, and more it's dark more shallow waters are deep right?
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#41

now i understand how Avala created so nice reefs for his benghalli map. once you understand how it works it's like to draw...you can make complex reef without limits :

original map_c here

[Image: 4370630673_2c30e116c6_b.jpg]

under way version here: just 30 minutes are necessary to rebild the complex coral structure of Palau as it's easy to see it in google earth.
[Image: 4370630815_6cd4329fca_b.jpg]

unfortunatly the map itself, again, doesn't respect the real one...so i had to invent some parts... :roll:. I hope Oleg's team will be closer to reallity for their storm of war in terms of topology.
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#42

Indeed.
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#43

Here you are redko - this is my map_c painting for Midway Expanded (before I dropped it onto the black background). Hope it helps a little.
:cheers:

[Image: midway-construct-2.jpg]
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#44

Fireskull Wrote:Redko,

That's fantastic work on Kyushu! Thanks from the bottom of my heart! It is so beautiful, it almost makes me cry.

As an artist, you have the correct thinking for maximum visual impact. Yes, we are perfectly in agreement philosphically. The viewer knows where to expect patterns and where not to expect them. Your example of the Oriental tendency to establish geometry is true. The Germanic peoples of Europe do the same thing. It is very strong in the Netherlands, for Example. Being of German decent, I see it all over the world where patterns appear. It is mostly genetic but somewhat cultural as well. Fascinating, really, huh?

Yep. In France our fields are chaotic :lol: :lol: :lol: .

Right it's cultural, asiatic people are disciplined, germans too...they have the same ethnological group in term of family structure. that's why they are good soldiers too.
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#45

I find it all interesting, but, yeah-some areas of France are like noodles thrown on a map! :lol:
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