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Murky Waters
Before anyone gets too carried away, I rendered this awhile ago before I joined Bryce5.com. This was my second attempt at creating an underwater scene with Bryce5.5. You will notice the two submarines are different, each from a different country.I used the "Murky Waters" mat for this one. I know, I didn't get too creative with the name, sorry.
Loading unique views53,690 unverified legacy hits1.2 archived rating2009-04-08 added

Comments 6
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This is a very good image. Just one question, what are the bubbles coming from? I particularly like the log :P
Wow, great tips rasadcarter. Thank you
Seems a battle of some sort has occurred, lots of ship wreck debris. There has been an American ship stolen by Pirates in recent days, first time in over 200 years that such a thing has occurred. This image made me think of that. I digress. I think you have a very good handle on the underwater thing, much better than my onw grasp of it. If you were going for a more photo-real image I would hardly know what to suggest. I mean you even have bubbles dude. great detail. As I look carefully, it seems your terrain resolution is a bit too low, the rocks have some angularity but the material chosen is perfect. To me, the ships still seem small in scale. If I imagine a person standing next to the forebground seaweed, then I imagine that same person fitting inside of one of the boats. These ships should be much much larger than they are presented here. I mean wouldn't one of those subs be at least 100 feet long and 30 feet high in order to accomodate a dozen or more full sized humans within it? When the ships are properly scaled there might be an issue in balancing the haze and fog to match the true scaling of the ships. Overall, this is much improved over the previous version. Good that you kept the sealife minimal and not overdone. An idea for solving scale issues. I often create a dummy,a mere cube that is a specific height to represent the scale of an averge human. I then place this cube next to objects so that I can imagine the height of a person next to the object. Since I work often with characters I have had to learn the hard way about scaling issues and the pain in the butt it becomes when a scene is fully built before you find that there are scaling problems. Only place objects once they are scaled, not the other way around or you will hardly be certain your scaling is correct when objects are at all different distances. I am always amazed at just how "off" my estimates are due to depth perception issues all binocular vision struggles with. Ther eis of course the idea of using hard math for scaling, but I find dummy cubes abd other objects much more inspiring.
Huh? This is a first, lol. No new tips? Course I haven't heard from Rashadcarter on this one yet. Just kidding. Thanks for the comments guys.
Yes, good job and I'm not complaining about size issues here, because there are none. Poor chap lost a bit of weight. Nice detail.
good job