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"The future is brighter with us." But she knew their future was gone as soon as they were born.

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Oh look, another one of those fancy, great, big masterpiece things. Took something like 2-3 weeks to make, and it's probably the most technically-advanced thing I ever made. This is nice. Very happy, very proud. Also a gift for me mum, because mother's day happens.

Some "fun" facts:
This scene contains literally hundreds of objects, because the buildings are highly modular. And all of the exterior bits have displacement with tessellation on them. :^) But somehow it managed to take about 15 gb of RAM at render time, which I expected to be more like 30 gb, so that's nice. Took about 1.5 hours to render, which is also pretty damn fast. Too bad about the foreground building's blurry cracks. :^) I was unable to make that any better without having more migraines. And let me tell you, I get too many of those. So a word of apology for that blemish. But overall this came out pretty great, and I hope that's not just my opinion! :D

And lastly, this piece is inspired by an excellent game called Going Nowhere: The Dream. It also has a part one, which is free to play, and good enough to have made me want to blindly buy the second one. <3

Above image resized; full res attached.
Enjoy! :D

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Comments

Anonymous

thanks for it it looks really great can you test if rendering many small objects is better then one big one? i think that is what happened here (not that i have any idea of rendering but i guess many small parts is better) i like the post apocalyptic few of things looks a bit like waterworld (if you know the movie)

Anonymous

Holy hot damn, not only is this gorgeous, it's something I've been yearning for for a long time: worldbuilding, plot, and backstory to your characters. I'm giddy with excitement to see what this will build into!

Tusk

Absolutely gorgeous! (also yay, more Hjalta!) Really love these artsy pieces, so beautiful. Was definitely worth the effort and time. Thank you for another wonderful landscape.

Randochi

It really reminds me of waterworld which Martin Leske also said. Plus a game I played in the late 90s, Rogue Trip: vacation 2012, <a href="https://img.youtube.com/vi/r44Gzeaaq0Y/hqdefault.jpg" rel="nofollow noopener" target="_blank">NY final boss</a>. But yours is like a million times cooler and more complex. Congrats on the huge accomplishment. Its good to get something so huge released. I wonder why it didn't take as much ram? You had water in there which usually taxes a lot for renders.

tchaikovsky2

This piece reminds so many people of so many different things. XD This is kinda nice. Also water in this case is actually VERY simple; I had trouble with making it tessellated/displaced, so I just did bumps on it. Works well enough. The thing that actually should've taken the most RAM was the buildings. I suppose they didn't do that because I can set an upper limit on tessellation, and I'm guessing very dense tessellation wasn't needed for most of the parts. That's nice tho, I was worried about that. Many thanks!

tchaikovsky2

I really enjoy making surrealism; too bad it requires a good idea and A LOT of work. :^) Glad you like!

tchaikovsky2

Sorry to burst that bubble, but it's just another one of those pesky surrealistic pieces that don't directly contribute to Hjalta's backstory. :^) They ARE part of it, but they don't really talk about the world around her. Either way, thanks!

tchaikovsky2

As far as I'm aware, having many small objects, or one big one, doesn't really change much. One complex object is more difficult to handle by the program, while many small ones are easier, but loading them individually into memory and handling their coordinates and stuff is less efficient. That said, doing tessellation and displacement on many small objects is definitely more versatile than doing it on a single complex one. The program then has better control over which parts to tessellate, and which ones don't need it that much, even though tessellation is screen-space dependant (as in, you set a minimum edge length, in pixels, and it tries its best to keep the mesh density within that). Also yes, I know of Waterworld, and yes, this piece definitely has that kind of a feel to it haha! The inspiration is very different tho. Thank you!