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With audio this time hohoho (sorry about the double emails)*A meandering video full of Illicit Techniques! But seriously, the biggest trick of all of this is finding good starting textures, and that can be tricky. I'd love to hear any suggestions folks have. One great option: "Orthophotography" on the Wikipedia Commons had some specifically good pictures: straight-down, often with fantastic resolution. Over a million results! Check em out!Also the Creative Commons Search in general has a lot of great results for "Aerial", and lets you search lots of different databases: https://search.creativecommons.org/*It was my third time uploading the video, and I got lax in my checks :P. BUT ALSO should Resolve consider just enabling audio in video exports by default, even if you recently exported an image sequence?? Maybe!

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What Can we Learn (Steal?) from Paul Chadeisson

Okay let's try this again with audio this time (sorry about that)*... A meandering video full of Illicit Techniques! But seriously, the biggest trick of all of this is finding good starting textures, and that can be tricky. I'd love to hear any suggestions folks have. One great option: "Orthophotography" on the Wikipedia Commons had some specifically good pictures: straight-down, often with fantastic resolution. Over a million results! Check em out! https://commons.wikimedia.org/w/index.php?title=Special%3AMediaSearch&type=image&search=orthophotographie Also the Creative Commons Search in general has a lot of great results for "Aerial", and lets you search lots of different databases: https://search.creativecommons.org/ *It was my third time uploading the video, and I got lax in my checks :P. BUT ALSO should Resolve consider just enabling audio in video exports by default, even if you recently exported an image sequence?? Maybe!

Comments

Found And Explained

Do you have any best practices when it comes to connecting two textures? Like when two terrain models meet or such? Mine always look so disconnected / pasted on top of one another

SANDWICH JONES

I saw the first email then was excited to check it out but it was missing. Then I figured there was a goof. Saw the first line of this thread and immediate started laughing. Never change good buddy.

IanHubert

Ah yeah! The biggest thing that's helped me is using a Mix Color node on the image textures, and either dividing out or multiplying in new color casts/values to nudge one texture into the same range as the other- it's really quick, and can make a huge difference! Also, geometry-wise, doing anything you can to keep the line between the two from being too straight, if you can. I've seen more complicated techniques that actually blend the two, but I haven't ever used them, myself.

Zeke Faust

That tip for extracting greeble bits is freaking incredible. Makes me want to go model a bunch of aerial photos right now!

Tanner Mets

Resolve always defaults to audio and video for me which drives me nuts as a colorist who only handles video in resolve

Daniel Skomorovsky

My favourite Paul technique that sort of fits into the antenna tower point is CRANES! They're everywhere in his work. Bigger the landscape, bigger the crane, duh

Mel

I think I could watch you make large scale greebles all day

Douglas Pluylaar

Yeah, programs and things they should do automatically? Like if I set an in and out point in Premiere, I expect when I press render that it takes that automatically instead of doing the whole sequence anyway?? Wasn't it originally like that? And there's a list of adobe things that have changed or are now weird and buggy. Sucks that my work still fully uses adobe.

Tardsmat

On the topic of media for inspiration: Have you seen Mickey 17? That movie has a great spaceship and they do so much cool worldbuilding in the background. I've also recently been playing the game Routine which not only has beautiful environments but also does very fun stuff with different types of analog filters and signal degradation to make things feel real and lived in.

Egrazil

The best way Ive always heard to describe dot products is it's a measure of how close two directions (vectors) are, or how much they "Agree". The dot products of two vector tha are parallel, is very large, (1, if your vectors are normalized) and the dot product of two vectors that are orthogonal (at right angles to each other) is 0. So when you dot the normals with a vector going straight up <0,0,16>, all of the walls will be 0, or close to 0, if theyre a little off axis.

Zeke Faust

It's also the earliest and simplest shading model, Lambert shading, which is just the vector of the normal dotted with the vector of the light!

Da5id

@Ian - Got any specific rules about linking content from other creators in here? I came across something the other day that might help Nicholas here.

Bombardier0

Yo! About the texture selection on walls: the dot product of perpendicular vectors is 0. If you want to isolate all faces facing Z, you enter the dot product of a 90 degrees angle in the Z input (~1.6 radiants). Very useful in texturing and comp work involving vectors!

bonzairob

'Sometimes, you look at a thing, and you go "That. I want to do that. I want to have made this exact thing right here."' I hope you realise that your work is "that" for a ton of people too!

Clyde Duensing III

What I've done is create the terrains using procedural techniques. if you use object space and use the same object across all the sections of the terrain, the color, bump and displacement will tile perfectly across seams as long as the planes abut each other, then you can add scans sections or separate cliff or rocks to add detail within or across the panels.

Paul Spooner

The Skin + Subdiv stack works, and it's quick and easy, but it you want that industrial look, build a little Geo-Nodes setup that goes Mesh to Curve -> Fillet Curve -> Curve to Mesh (with a curve circle profile curve) and now you have those perfect arc corners, super clean UVs and quads, and all of the radiuses are independently adjustable. If you want a working setup, I've got one already put together in the middle of the "Railing Handrail" Geo-Node in my HumbleStairs file (which you inspired Ian!) All free! https://github.com/dudecon/Blender-Scripts/raw/main/HumbleStairs.blend

Walter

Hey there, around min 36 you were mentioning assets you were gonna upload. Where would I be able to find these? Thanks.