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Skybox request


Springheel

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It's the texture scale on the ground. The tiles near the small buildings are too large and have a perspective continuity

with the ground in front of the fence. You might be able to tweak the scale to artificially influence the perceived distance?

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+1 on what niels said.

 

Due to the huge texture scale on the ground the buildings appear very small, and as they appear small they appear close.

 

Lack of atmospheric perspective is one issue.

Can you explain this more in detail? I'm not familiar with this term.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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@obst, it is Rayleigh scattering in science terms. The further scenery is, the more blue or desaturated towards blue it is as blue light scatters more than longer wavelenghts.

 

Anyhow, for me this is a lost cause. Foflights cannot be done with skyboxes (to simulate RS), if textures are scaled down, their repetition becomes painfully apparent...

 

Probably a skilled photoshop artist is needed, not a mapper.

Clipper

-The mapper's best friend.

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@obst, it is Rayleigh scattering in science terms. The further scenery is, the more blue or desaturated towards blue it is as blue light scatters more than longer wavelenghts.

´Thanks. Well, that effect could be added with a shader. :)

 

On another note: The scenery you created is pretty bright, whereas the imgae posted by Springheel is rather dark. I guess it is easier to create good looking effects if you choose a darker ambient/night scene.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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There's also the possibility to do something like this with Bryce. I did this 15 years ago, but I found it pretty easy and fast. I don't know if this is still faster for a DR-pro to do it in DR itself though...

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Speaking of new skyboxes, I wonder is it possible for TDM to handle thick & full moving clouds?

 

Something like this:

 

 

NUs8OiQ.jpg

 

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I did this 15 years ago

How old are you?

 

For the fogs you could probably use particles.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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