Now to creating something organic. The challenge with forming living things virtually is to make them look alive. There are more ways to reach this (feel free to comment) but currently two things come into my mind: Either I make it look incredibly photo realistic, or I'll try to give it character. Considering the aim of the scene I'll go for the second option. Anyway, the start is the stem of the plant, which is quite universal. Especially as I planned to create a young plant with a flower, in which phase many plants look similar... even if maybe not biologically correct, but that's not really necessary to take in account this time. I just create a base curve, which can be the outline of the stem, which is more or less random looking. Close up models need more details, but not visible details have also not to be modeled, so that fine for me this time. Now a path has to be determined, on which the outline can be expanded. Again a random looking curve, but as many tim
Continuing my material experiments... creating a procedural glass shader with water marks. Why procedural? Good question. I found it too easy to download a texture from the intetnet. The challenge in this is to create something like this on a mathematical basis.
Website live: Finally the nemezis.design site is in a state, which can be put live. www.nemezis.design Well maybe some glitches and bugs remaining, but perfection will be reached soon... technically. Beauty remains in the eyes of the beholder.
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