View Full Version : FXWARS Challenge: 36 -Seven Towers- Mironeczek

10 October 2012, 09:58 AM
Hi everyone.

Long time no see. I've decided to join this competion. I'm collecting reference images right now.
The tower I like to create is PSAMATHE - Sand Desert.

So see You guys soon!
Best regards!

10 October 2012, 07:05 PM
here we go with references:

few of many works of Zdzislaw Beksinski that ispired me a lot
the source (,262146,21.html?644018)

I love the form and this strange "sadness"of the images.
The structure You can see in the pictures above is not something i want to do. I know that in art of Zdzislaw Beksinski structure, bumps and textures are matter the most but I would like to go more in clay structure. You know - sand tower should be more sand and... clay;]

progress: (


10 October 2012, 12:23 AM
wow, amazing reference... and your take on it is looking quite interesting already :D

10 October 2012, 03:40 PM
Quick progress: (
All the best!

10 October 2012, 09:09 PM (

Hey Again.

So. I prepared this MidPoly model with base sculpt. This is something I want to achieve finally but way much detailed. now is like 30k poly finally should be 10 times more. For 1080p Should be enought ;]


10 October 2012, 01:30 PM
Hi there!

Right now I'm doing some texturing for my tower. I will use Vray to render everything out. My tower is some form of clay/sand monstrum so I want to use SSS materials to make it more "organic" but I dont want to get this "subsurface scattering transparency" effect but only "reflective scattrering" it's called BSSRDF and I have kind of a problem with that;].

if some of U guys done somthing like this :
I will be more than ap-preciate for information about BSDF in vray.

this is my progress: (

lot of detail - everything is hand made - no procedural noises or anything like that :arteest:

All the best

10 October 2012, 09:02 PM
handmade with what?

10 October 2012, 07:32 AM
heh - handmade with ZBrush

10 October 2012, 07:51 AM
just to be sure! ;)

10 October 2012, 06:59 AM
Whoooh that looks fantastic! Beautiful details there :thumbsup:

10 October 2012, 12:03 AM
About SSS
I think you should play with Phase Function parameter in SSS2

And, maybe, a subsurf scatter color should be the same as diffuse one.

10 October 2012, 06:13 PM
Nixellion - THX man - Hah I used FastSSS2 ;) so this is cool and heplfull! Phase function is just that what I need! Sweet!

JamesNZ - the whole "coolnes" of my shot is that - I used to work in real time in Max/Houdini I used small LP models and Displacement Maps. And then I got the idea "Why I do cool detail in Mudbox/Zbrush and then twix Displacement Map a lot in Max? This is twice this same job" And in this shot I export Bilions of polygons to a OBJ file used external tool "ply2vrmesh" to convert more than 2GB OBJ to vrmesh file. Then do a proxy model in max and in my viewport I have everything in real time! No displacement maps and no problem with displacement maps and SSS (sometimes even 10times longer render) and right now my model looks this same in Vray and in Zbrush!.! With Displacement Maps looks a lot different and all those small details I wanted to keep always gone. Its really big scene! Thanks fot comment!

Oh I exported Mid and Low poly models as weel from ZBrush - to make a sand simulation! So be ready! Less than one week to go!....

All the best

10 October 2012, 06:39 PM
Progress! (

still lot to do but thanks one more time JamesNZ now looks "harder" than before and still organic!

10 October 2012, 08:33 PM
Thats nice for static models, but imagin if you needed to fracture and destroy this tower... 2gb mesh...

So, while i'm not telling you not to use proxy, but it would be usefull to find a way to work fast with displacements and get nice quality.

10 October 2012, 08:23 AM
Yeah! 100% right!
Displacements are common, and when I'm working on commercial where deadline is so short then i use small LP models or midpoly with bump/disp/normal. But here I can go a little insane;].

Simulation (fracturing) can not be done on my mesh (too big). But what if I design a monster cool quality (more than 2gb mesh) and even small details on skin are sculpted? I design It in ZBRUSH and I want to keep it this same like this is in ZBrush! but I can render it out from ZBrush only by using PBR. And when I want to render this out with Vray - to have all those cool realistic shaders and lights only way is to do this is create Lower Subdiv OBJ from ZB and then do disp.
By using pipeline I used here Artist can do render from ZBrush on VRay with any subdiv they can make and with RealTime response from Max/Maya viewport thanks to proxy model.

This is only an idea to overpass displacement and transfer models and enviroments between different software.

I'm looking for creating good displacements and speed up renders. But this is "well without bottom" ;]


10 October 2012, 11:26 AM
There is a vector displacement in Mudbox, don't forget about it. It preserves vectors, so it is not just a displacement on 1 axis, straight out\in from a base mesh.

10 October 2012, 02:40 PM

But still exist a small problem with displacement resolution;]

Vector Displacement ROX!.!

10 October 2012, 06:23 PM
Hi Guys

My scene should look like this:

all the best!

10 October 2012, 01:25 AM
I thought Deadline will be in Tuesday ohhhh, one month more ;] ok Im rendering right now. Thanks god becouse my sand simulation sucks;]

10 October 2012, 07:19 AM
Hi Guys

My scene should look like this:

all the best!

Lookin' good :thumbsup: Your camera shake is very realistic, how did you animate it?

10 October 2012, 09:24 AM
actually, i'm not quite fond of the shake. too regular, feels too much like a noise on the transform node (which it might probably be, ain't it?).
i would soften the amplitude, put a lower frequency (shake a little slower), and multiply it by either another random function or an animation curve more spiky to add more realism, and different frequencies on each translate/rotate.

check that kind of functions (maya mel, but you get the idea)

(1 + floor(abs((noise(frame/10)/2+n))) with 0.5<n<1. if n is closer to 0.5, you'll have few short spikes of 1 and the rest a 0. if it is around 1, you'll have more 1 that 0. best is to find something in between and add an animtation curve over all of that! ;)

10 October 2012, 11:09 AM
Yeees Its a noise node;/ but finally i will do it better ;] this is just idea for animatic. Guys! I will show U what i get from render, its 2k large. I just need few hours more to finish this.

10 October 2012, 03:36 PM


10 October 2012, 03:42 PM
man, the 2nd and 3rd shots looks awesome!

10 October 2012, 05:21 PM
And probably only those two will stay in animation :]

11 November 2012, 08:15 PM
come back to the game!

Scatter objects.

all the best!

12 December 2012, 09:20 PM
New Camera movement + scatter + new lightning setup.

01 January 2013, 03:44 AM
Congratz! Great work!

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