07-20-2010, 04:22 AM
I think there are two ways to approach this one: shader-only, or geometry and shader. Meaning, you could model a very basic crystal structure (only the outside shell, however complex it needs to be) and then tweak your shader with textures and possibly even voxels or particles inside...
Or you could also do that, and in addition model as much crackiness and interior detail as you can stomach. I've had great success with that method on occasion. One way to do this quickly is to duplicate your original shell, then shrink it slightly and then displace it inward, making sure it doesn't "break through" the original shell. Then you can tweak that displacement map to your heart's content.
An older attempt using this technique, different software:
Much simpler (displaced spheres inside several regular spheres in layers), but that should illustrate that technique. Hope this helps.
If you have Mudbox or Zbrush, you'll do well to really sculpt your geometry's interior. Get crazy, try a few sculpts and render 'em with your shader. If you need shader help, that's another tale, but start with a mia_material_x and a glass preset and see where it takes you!
Thank You, I will def take this notes and see what I come up with ....
07-20-2010, 11:44 PM
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