This edition revolves all around our latest work on what we just call “The Surface”, i.e. the vast and remote surface of Tupper´s planet. As you may have already learned from our recent experiments on that model, this one´s not too easy to finish. Though being guided by our reference photographs depicting the natural world or just taken from movies, it wasn´t easy for me to learn how to reproduce those fascinating textures and shapes in the 3D world. For example, how to map textures accurately, to create low-poly rocks that would somehow look believable in the scene while handling the overall poly-count and reduce render times to a reasonable level.
The following figures shall give you a little look inside creating the latest draft of the planet´s scenery:
This one´s showing a test I did on low-poly rocks, shading and textures. Still using last year´s material.
Generating the surface I started with a 400 by 400 m flat (and rather high-poly) plane, applying so-called displacement-modifiers to change the mesh´s original topology into a different shape.
In this case, procedual textures were used to lay down the plane´s new shape:
Using the rocks as a group of objects to patch them into a particle system:
I´ve accidentally bumped into a turorial on blender´s Ivy Generator which I thought might be handy to bring some more live into the scene. Also attached to a particle system. And – sunlight turned on:
A third particle system has been used to spray some pebbles on the surface:
Sometimes you just fall in love with the possibilities of lighting up a scene, fiddling around with different settings… so this one has a sky texture, a sun and a blueish hemi-light shining from above.
Finally, I used the compositor to give it some subtle mist layer:
The scene´s not finished yet…next step is baking textures respectively applying normal- and bump-maps to a low-poly surface-mesh. We´re curious about it…
See you soon & take care!