[Out Now] Arch Cove [Commercial]

TangoAlphaTangoAlpha Posts: 4,584

Based on the historic Stair Hole on England’s Jurassic Coast, and carved into the crumpled strata of Portland and Purbeck stone by thousands of years of coastal erosion, Arch Cove provides the ideal setting for scenes of adventure and derring-do. Or maybe just go for a run with the dog, or a splash in the sea!

Two preloads are provided: Sandy beach, and Rocky beach, and 14 realistic + fantasy sea colours.

https://www.daz3d.com/arch-cove

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Post edited by Cris Palomino on
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Comments

  • ChangelingChickChangelingChick Posts: 3,214

    I cannot wait for this!! The whole thing looks amazing, but your water shaders look incredible!

  • fastbike1fastbike1 Posts: 4,078

    On the buy list!

  • FaveralFaveral Posts: 415

    Another great one! Good job Tim!

  • FSMCDesignsFSMCDesigns Posts: 12,755

    I saw "Jurassic" and expected dinos, so dissapointed, LOL.

    Fantastic! heck, I'd get this just for the water shaders. One technical question......how does that girl run barefoot along the shore with all those rocks?? wink

  • UthgardUthgard Posts: 863

    From my experience? Bleeding. She runs bleeding.

    Great job on this one! I am really impressed with the gradient the water shows on the shallower parts--I'll definitely get this sooner rather than later. Just one question: how does the set look with the arch hidden? It is very distinctive and I may want to omit it in more generic renders.

  • TangoAlphaTangoAlpha Posts: 4,584

    I saw "Jurassic" and expected dinos, so dissapointed, LOL.

    Fantastic! heck, I'd get this just for the water shaders. One technical question......how does that girl run barefoot along the shore with all those rocks?? wink

    Carefully, lol

    It's one of the RW places you go to dig up ex-dinos smiley

  • TangoAlphaTangoAlpha Posts: 4,584
    Uthgard said:

    Great job on this one! I am really impressed with the gradient the water shows on the shallower parts--I'll definitely get this sooner rather than later. Just one question: how does the set look with the arch hidden? It is very distinctive and I may want to omit it in more generic renders.

    The arches (there are two) are in three pieces. You can hide/remove any of them without seeing mesh holes. The onshore cliffs/hills are also in three parts, but the edges are not capped - it's intended more for hiding parts behind the camera should you need to. It didn't occur to me that people might want to render it without the arches, so I haven't premade any renders. My computer needs to cool down for a while right now, but I'll render something later tonight.

  • BlueIreneBlueIrene Posts: 1,318

    I love that part of the country. The locals are second to none, very friendly and resilient - on many stretches of that coastline they've had a lot to contend with in recent years what with flooding and coastal erosion etc, but seem to bounce back fairly quickly from most disasters with a smile. The girl running along the rocky shore with no shoes on might not be the last word in realism, but parts of that beach and the cliffs behind her remind me so much of walks along the Jurassic Coast just along from West Bay that it makes my heart ache a bit to get back there. You've done a great job :)

  • alexhcowleyalexhcowley Posts: 2,386

    Tim,

    This looks really spectacular, you really have my interest.

    One question, how big is the sea plane and will it be usuable with other scenes?  I can always find a use for a good sea plane.

    Cheers,

    Alex.

  • TangoAlphaTangoAlpha Posts: 4,584
    edited July 2018

    It's a solid - 300m x 300m x 5m. It has a tide morph that increases thicknes and moves the foam effect up and down the shore line. You can apply the sea mats to any cube primitive (convert the cube to Iray Uber first) - which is what I did for the sunset render - a 4 x 2 grid of 300m x 300m x 5m cubes extended the sea to the 'horizon'.

    The sailboat in that render is parked on the corner of the included sea prop.

    The cove itself is about 120m across.

    Post edited by TangoAlpha on
  • TangoAlphaTangoAlpha Posts: 4,584
    edited July 2018

    Render with the arches removed smiley

     

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    Post edited by TangoAlpha on
  • MelanieLMelanieL Posts: 7,396

    It's a solid - 300m x 300m x 5m. It has a tide morph that increases thicknes and moves the foam effect up and down the shore line. You can apply the sea mats to any cube primitive (convert the cube to Iray Uber first) - which is what I did for the sunset render - a 4 x 2 grid of 300m x 300m x 5m cubes extended the sea to the 'horizon'.

    The sailboat in that render is parked on the corner of the included sea prop.

    The cove itself is about 120m across.

    Tide morph, foam effect ... ? Can't wait! I love your enviroments so this one will be most welcome.

  • UthgardUthgard Posts: 863

    Render with the arches removed smiley

     

    Very nice! I can see myself using this scene in a lot of stories, thanks for the extra render.

  • FSMCDesignsFSMCDesigns Posts: 12,755

    Render with the arches removed smiley

     

    Nice, I can lots of uses for this scene also, I just hope it's not to hard on resources. Jackson's Field is hard on my system before adding anything to it.

  • DiomedeDiomede Posts: 15,173
    edited July 2018

    Thinking some early renders should be with a certain lagoon dweller.  Tide effects?  Sounds better and better the more I hear more about this new environment.  Very exciting.
    https://www.daz3d.com/creech-evolution-for-genesis-3-male-59

     

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  • TangoAlphaTangoAlpha Posts: 4,584

    Render with the arches removed smiley

     

    Nice, I can lots of uses for this scene also, I just hope it's not to hard on resources. Jackson's Field is hard on my system before adding anything to it.

    Jackson's Field just uses regular instances. I've learned a lot since then wink

  • escrandallescrandall Posts: 487

    This will be an instant buy for me!  We should take up a collection to send you somewhere on a vacation...  maybe Iceland.  

  • TangoAlphaTangoAlpha Posts: 4,584
    edited July 2018

    It's out: https://www.daz3d.com/arch-cove

     

    Obligatory shark render . . . .

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    Post edited by TangoAlpha on
  • alexhcowleyalexhcowley Posts: 2,386

    It's a solid - 300m x 300m x 5m. It has a tide morph that increases thicknes and moves the foam effect up and down the shore line. You can apply the sea mats to any cube primitive (convert the cube to Iray Uber first) - which is what I did for the sunset render - a 4 x 2 grid of 300m x 300m x 5m cubes extended the sea to the 'horizon'.

    The sailboat in that render is parked on the corner of the included sea prop.

    The cove itself is about 120m across.

    Tim,

    Many thanks. I have some other ideas on how I can use the cove as a backdrop to some of the buildings I have in my runtime.  I will be buying this at the weekend.

    Cheers,

    Alex.

  • FSMCDesignsFSMCDesigns Posts: 12,755
    edited July 2018

    Render with the arches removed smiley

     

     

    Nice, I can lots of uses for this scene also, I just hope it's not to hard on resources. Jackson's Field is hard on my system before adding anything to it.

    Jackson's Field just uses regular instances. I've learned a lot since then wink

    Yes you have, nice job! Performance is totally acceptable before adding things, so thanks!

    BTW there are 2 promos above with different sea levels, but can't find any options to enable these, any ideas?

    here's a test render with 10 of AP's tropical modules and an allosaurus looking for food.

     

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    Post edited by FSMCDesigns on
  • scorpioscorpio Posts: 8,422

    Render with the arches removed smiley

     

     

    Nice, I can lots of uses for this scene also, I just hope it's not to hard on resources. Jackson's Field is hard on my system before adding anything to it.

    Jackson's Field just uses regular instances. I've learned a lot since then wink

    Yes you have, nice job! Performance is totally acceptable before adding things, so thanks!

    BTW there are 2 promos above with different sea levels, but can't find any options to enable these, any ideas?

    here's a test render with 10 of AP's tropical modules and an allosaurus looking for food.

     

    Nice render.

    To change the sea level select the Sea Foam and in the parmeters tab is a slider for High Tide.

  • ProtozoonProtozoon Posts: 554

    Awesome set! Wife and I were watching Poldark and saw similar scenery there :)

  • That last (sunset) promo render is gorgeous!

    Congratulations!

  • TangoAlphaTangoAlpha Posts: 4,584

    Thanks smiley

  • frankrblowfrankrblow Posts: 2,052
    edited October 2018

    Late to the party, but...

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  • genejokegenejoke Posts: 129

    It seems weird seeing model sets based on places local to me. Definitely one I'll pick up soon.

  • nicsttnicstt Posts: 11,715

    I saw "Jurassic" and expected dinos, so dissapointed, LOL.

    Fantastic! heck, I'd get this just for the water shaders. One technical question......how does that girl run barefoot along the shore with all those rocks?? wink

    She uses the same armour that girls do in fantasy (and Scifi) scenes. laugh

     

    I missed this first time; looks great.

  • RAMWolffRAMWolff Posts: 10,212

    Question.. where did you get the flock of seagulls?  That really brings this whole thing to life for me..... 

  • frankrblowfrankrblow Posts: 2,052
    RAMWolff said:

    Question.. where did you get the flock of seagulls?  That really brings this whole thing to life for me..... 

    It may be this product: https://www.daz3d.com/the-flock-gulls-and-crows

  • RAMWolffRAMWolff Posts: 10,212

    Oh goodie and I own that one!  Thanks!  

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