

As a base, I used a big plane on which I simulated basic waves with the BOSS system. It was tricky to get water in the way I wanted it. To give the sails more of a used look, I added some noises on top of the base color. This was already enough to get nice-looking rock textures, especially considering the fact that most of the surface is covered with trees anyway.Īs there weren’t any textures provided for the ship, I textured it quickly in Substance Painter with some basic materials and adjusted everything later in the lookdev process, especially depending on the lighting conditions of the scene. The Surfacing I Shading, Texturing and Lookdevįor the texturing of the rocks, I simply projected different texture-scans of rocks with triplanar projection onto the rocks and blended them with a soft noise. ass/arnold standins beforehand, so not every single one needed to be separately calculated for the render.

To have more efficiency while rendering and working, all of the trees and bushes were converted to. This was a time-consuming process but gave me a lot of freedom, control and just an overall more natural feeling to it because visually, it worked way better than to just scatter them procedurally. As they needed to be placed in a specific way to always face upwards and partly needed to intersect with the mesh, I decided to place everything by hand. To have a lot of vegetation on the rocks as it would be like in real life, I placed different trees and bushes across the rocks’ surfaces. I exported the displacement map and brought them back into Maya. After that, I brought them into ZBrush and used different rock alphas to create all the specific shapes. For the base, I just modified my blocked models very roughly to get some bigger variations in the shape. Having a rough layout, I started with modeling the rocks. Back then, I set it with a really low angle, which I changed later to have the camera more facing downwards to create a better feel of scale. As I wanted to have a ship as my focal element in the scene, I downloaded a model from the internet and started my blockout with placing it to be sure the camera is close to what I wanted it to be in the final image. In Maya, I started to create a loose blockout. As some of these references were so close to what I had in mind, it was important to me to pick the elements I like while still creating my own, individual artwork.
