Thought I'd share something with you guys, exclusively.
This is a rendering from a simple teaser-trailer I'm doing for Black Equinox. It depicts the scene of what is essentially my prologue: a sector of the Everfree Forest just before dawn, stars still visible, sunlight licking the clouds red, mist enshrouding the thick trees. All quiet, before the earth begins to shake.
Yeah, kinda a cheap publicity gag, advertising a fanfic with an animated trailer. But hell, when I do something, I go all-out. Never enough just to write,
What you see is entirely 3d. The stars are just a texture, naturally, but however simple they are, everything from the clouds to the trees is physical rendered geometry. My first attempt at a real forest scene, too. The trees are all a set of nine duplicates with varied size, angling and coloration. To fill that forest up, I had to scatter Sixteen-THOUSAND trees over the land, hand-picking the spots I wanted trees and culling places I didn't, like a dry riverbed off-camera.
It's pretty simple geometry wise. The land had a huge 4096x texture, generated with a hand-made displacement map, but is very simply colored. The trees only use flat shaders with no textures at all. I might alter this later, but these renders already take two-and-a-half-minutes per frame at 1080p (which isn't shabby, but it's still a lot of time for video).
By now, textures aside I really only have animated elements left. Like the camera, crows to fly off in the quake. Hot on my mind is the landslide, which will require a bit of model-editing, a (hopefully) simple shatter simulation, followed by a fluid-dynamics simulation of the inevitable dust-plume that will erupt from the landslide. Fun stuff...