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Topic summary

Posted by Onkelpoe
 - June 24, 2014, 02:56:37 am
For the "comic-stylized-look" it is not only a matter of texture, I guess.
Tried a bit here and there, but it feels not like a "toon-town"... So to make this style work, there must be a
"low-poly-faceted-terrain" generator, first. Maybe this would be a better starting point, than a texture-macro?!

What do you think?

Posted by e2clipse
 - June 20, 2014, 06:51:01 am
All ideas after this post shall be concidered after previous macros/ideas are completed

Due to the fact i do not have a lot of spare time left right now

Regards e2
Posted by Onkelpoe
 - June 17, 2014, 10:52:21 pm
That´s good news!  :D
Posted by e2clipse
 - June 17, 2014, 05:11:03 pm
Sinds i just had my license, i start to think that it might be speed up a little
Because now i font have to rebuilt every macro i make :D

Meaning more time and care will be put into them even more
My house is 80% done so just flooring and furniture :)
Posted by e2clipse
 - June 16, 2014, 06:21:06 am
I'll be alright i guess and if not then people will have to wait for it a lil longer
But thats oke... the longer it takes the more it becomes wanted
Posted by Onkelpoe
 - June 16, 2014, 06:11:12 am
Cool - so maybe you´ll have a go for it, too?!

Would be awesome, if you can manage it, times-wise.
Posted by e2clipse
 - June 16, 2014, 05:13:37 am
That should be easy to do
Ill think of that
The encyclopedializer has a pastal tint to it so comic should be to hard
Maybe splatmaps could be used for actual splats of paint

Like this idea very much
Posted by Onkelpoe
 - June 16, 2014, 04:59:39 am

what aboou a "comic macro, that make a terrain look like "Pixelart" or like "hand-painted"?

Posted by Onkelpoe
 - June 03, 2014, 04:10:03 am
Yes that´s true. But I think it should be possible to get closer in WM, than I do right now...
One big thing is the sand - maybe when e2clipse did his sand-macro, I give it another shot  :lol:

Posted by WFab
 - June 03, 2014, 02:27:48 am
The guy used modo shaders for that canyon render. That's always hard to replicate in color.
Posted by e2clipse
 - June 03, 2014, 02:16:55 am
Its should be all that hard though.
Maybe the guy used a diffuse made in mudbox,then you can try but you wont ever get the same result as him
Posted by Onkelpoe
 - June 03, 2014, 01:55:50 am
Ok, so after tweaking this setup for about 3 hours straight and testing an alternative with the "extended coverage" macro I let it go for now.
My results are maybe 60% of what I try to get... so I will put WM aside for now and switch to other things ;)

Cheers and thanks for input anyway!
Posted by e2clipse
 - June 02, 2014, 12:23:00 pm
The convexity selector sits inside the macro
But its true blur does a lot of good to your texture
Posted by WFab
 - June 02, 2014, 12:19:14 pm
Did you add a convexity selector with the flow map? Use add noise and probability device with blur filter instead of that and you may get that canyon render look with your sand.
Posted by e2clipse
 - June 02, 2014, 08:57:36 am
Just try some settings...its setup is better now