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Thread: The Debris Sea (WIP): Bad liquid?

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    Zirngibism's Avatar
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    The Debris Sea (WIP): Bad liquid?

    OK, this is originally a 3D model that I'm turning into a matte painting.

    It's supposed to be sort of a wasteland or junkyard of large scraps (you can get a sense of scale from the figures climbing on the spindly thing).

    My problem with it is the water... it seems a little too "ripply". I had originally wanted the liquid (it's not water) to not look like a sea but instead like some kind of liquid that has less surface tension; something reflective despite the pollution.

    Because there appears to be current lines on the water (I hadn't intended for this to happen), I was wondering if I could convincingly portray these things as drifting.

    On top of this, if I were to "fix" the water, I want to do it through painting over the piece I already have, not re-rendering the 3D scene.

    Thanks.
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    Last edited by Zirngibism; February 9th, 2008 at 03:50 PM.

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    Can you try and make the ripples bigger?
    You are a child of the universe,no less than the trees and the stars; you have a right to be here.
    And whether or not it is clear to you,no doubt the universe is unfolding as it should.
    - Max Ehrmann-

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    Zirngibism's Avatar
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    I could try to do it with the brush work, but I really don't want to go back into the 3D program because I'll lose my post-edit work...

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    So don't. Do it with brush work, just like you said. I wouldn't paint the ripples...I'd paint back in the color of the base liquid to separate out the ripples and then add definition as needed, although you'll probably need to play around to see what works best.
    It is pitch black. You are likely to be eaten by a grue.

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    are you using bryce? just asking because of the rock thing in the back ground. you could but back into the program then save the new render and only use the water by chopping out the rest in photoshop. (or whatever program you'd use)
    sorry, I was thinking about something. what'd you say again?

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