Dare you enter the labyrinth? [Commercial]

Merlin's Labyrinth Construction Kit is a modular environment for Poser and Daz Studio. All the walls, ceilings, pillars and floors are separate objects that seamlessly fit together, so you can move everything around to where ever you need it. With 8 different corridor sections and 14 individual props, the possibilities are endless!
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Labyrinth_Daz3d_Merlin_MAIN01.jpg
807 x 1050 - 287K
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Labyrinth_Daz3d_Merlin_popup01.jpg
807 x 1050 - 267K
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Labyrinth_Daz3d_Merlin_popup02.jpg
807 x 1050 - 218K
Comments
Yes, but I'll be taking a small troop of heavily armed Victoria Sixes with me!
Cheers,
Alex.
Bless you... I'm literally in the middle of at least three different portrayals of Medusa. This modular architecture will make the perfect stage. Especially that floor panel!
Funnily enough, I got some inspiration for the set from the 1981 Clash of the Titans film. You've got to love Ray Harryhausen's Medusa :)
I never leave home without them :)
Hah! I actually did some comparisons of your new set with some stills from that, wondering if it was!
This one's architectural style is pretty ideal for all manner of Greek/Roman/Atlantean mythology. There weren't any promotional images of it, but I'm going to investigate how it looks with Marshian's excellent Ultrumarine Ocean underwater environment and Underwater Relic Shaders applied to some metal/wooden props. It should look stunning illuminated by a diver's torch.
Should also be great with some of the props removed, combined with Ultrumarine Ocean and a heavily modified Dragon 3 and/or Ant Farm's Cryptozoic Worm, for a perfect 'unleash-the-kraken' moment! Just unfortunate nobody's yet made a giant/colossal squid for the store. :)
Now that I'd like to see! :)
Here's a render in HD...
Beautiful and wow!
Damn Merlin, that looks absolutely great. Got it wishlisted. :)
Thanks guys :)
Here's an 'out of the box' Render in Poser of the pre made scene, with the default light settings:
Made a quick test with the Ultrumarine lighting, a Genesis figure in diving suit and one spotlight shining on a wall, to give a basic insight on how it would look with a psychological reminder and torchlight running over surfaces.
Interesting results... It looks like the lighting arrangement of UM highlights some of the 'joins' between the bricks/column sections. Looks good as a whole, though! I'd imagine that if I'd added the Underwater Relic shaders to something and put some marine wildlife and sporadic bubbles in there, this would give some beautiful renders of sunken ruins. Perfect if anyone needs to do some Atlantis-inspired art. :) Maybe even better if someone has any coral reef props.
I'm thinking that the 'calm' version of the water plane in Ocean Wide would look fantastic for above-surface renders, too, if anyone wants to use this to create the illusion of partially flooded ancient tunnels.
Made a quick test with the Ultrumarine lighting, a Genesis figure in diving suit and one spotlight shining on a wall, to give a basic insight on how it would look with a psychological reminder and torchlight running over surfaces.
Interesting results... It looks like the lighting arrangement of UM highlights some of the 'joins' between the bricks/column sections. Looks good as a whole, though! I'd imagine that if I'd added the Underwater Relic shaders to something and put some marine wildlife and sporadic bubbles in there, this would give some beautiful renders of sunken ruins. Perfect if anyone needs to do some Atlantis-inspired art. :) Maybe even better if someone has any coral reef props.
I'm thinking that the 'calm' version of the water plane in Ocean Wide would look fantastic for above-surface renders, too, if anyone wants to use this to create the illusion of partially flooded ancient tunnels.
That works pretty good, needs some bubbles, kelp and fish now :) I knew I should have modelled a statue of Poseidon as well!
I did a quick Octane video in Carrara
have to compromise on sampling a bit and still figuring out torch emitter opacity, map seems to not work