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Making Of 'Morass'

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Date Added: 27th January 2011
Software used:


I like to create that which does not exist, but a place that people could believe to be true. Once I have the desire to create a fantastic place that will seem real to you, the scene should hold your interest for as long as you look at it. In the given article, I will tell you about the most important points of creating my recent picture, "Morass".
The scene began with the creation of the water and grass. Then came the texturing of the background and vegetation, and only after did I insert the animals and cocoons into the scene. During the course of creating the work, many objects were completed and altered to suite the environment of the world I wished to visually create.

Modelling & Materials

For the water I used the usual Vray Mtl + falloff for the reflection and refraction and noise in the bump. The grass was created with the help of an ivy generator plugin. Turbosmooth and Vray Displacement modifiers with a raster texture (Fig.01) were used (Projective coordinates - by default).

Fig. 02

In those places where the grass comes into contact with water, it was necessary to change the colour to a dark green; the mix map on the diffuse channel was used for this purpose. The mix map was used with the Map Channel 1 (the same channel was also chosen in the UVW Mapping modifier) (Fig.02).

Fig. 03

This allowed me to avoid the influence of planar mapping on a displacement texture (see Fig.01) and diffuse texture (Fig.03).

Fig. 04

How did I create the leaves on the grass? Well, I copied the basic object, and in the viewport I removed the bottom polygons and changed the texture in the diffuse channel. A displacement modifier also helped to change the texture (Fig.04). Here I used planar mapping (distortions are not appreciable). To economise on resources, I removed not only the bottom but also distant polygons.

Fig. 05

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Readers Comments (Newest on Top)
Leonardo Galhardo on Wed, 20 March 2013 10:39pm
Lindo! *_*
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