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locke2121
10-18-2006, 12:24 AM
Check this (http://www.maxon.net/pages/gallery/pix/19/twisted_shadermushrooms.jpg)out. This is a mushroom study done in Cinema 4D. And this (http://storage.100webcustomers.com/Mushroom.jpg)is my take on it. I've never been a good organic modeler, but I'm setting out to change that. My question is this, how would you go about getting all the great details like in the first picture? Displacement or modelling them straight onto the model? Also, if anyone has any tips for getting good results out of carrara 5's displacement settings, I could really use some.


Thanks guys!

jtaddei
10-18-2006, 12:58 AM
for those details it very well could be either of the two you mentioned. It seems the choice would be for a displacement map as it would call for less polygons. It's actually not very hard to poly model either, would require some deformation painting giving some push and pull (same way you'd make wrinkles) or you could pull it into a program like zbrush to paint the displacement on top of the model.

Part of the surrealism of this model is the material that is used. It's a sub surface scatter material (light shines through the back) with a pretty nicely painted specular map w/ a very well painted bump and diffuse map. What you are looking at is a model created by a pretty talented all around modeler/texturer/renderer. It's much more than just the details where the spores would be held.

I also think displacement is the method of choice as it's easier to edit a displacement map for details than edit polygons once everything is in place. Also displacement maps can be animated and such where you wouldnt have to worry so much about moving the polys around. The list goes on forever.

edit: it's worth mentioning that normal mapping was likely involved.

locke2121
10-18-2006, 02:40 PM
Yeah, I think displacement is the way to go. I recognized the SSS right away, I love the glassy look that the shrooms have, almost like a piece of carnival glass! I've read about normal mapping, but I can't quite wrap my head around it. It sounds like displacment mapping, but I don't think thats right. Could you give me a simple explination?

TheGameMaker
10-18-2006, 02:49 PM
Disp mapping will realy deform the surface at rendertime.
Normalmapping will just make the light think the surface is transfromed.
(its nearly identical with bumpmapping)

P.S. this pic was made via dispmap, it was part of a contest, where you had to create the best pic out of some verly low poly mushrooms... even lower than yours.

TGM

locke2121
10-18-2006, 03:45 PM
Do you need special programs for normal mapping or can most programs do it? I have Daz|Studio, Bryce 5.5, Carrara 5 and Poser 5. I also use Hexagon 2.1 for all my modeling

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