Every material has diffuse, bump and specular map.
Examples:
For the inbark on the rocks (trees) I used combination of different kinds of simple models and simple planes on which I mapped only textures with opacity maps. On the foreground I put “3d“ trees and on the background trees made of planes as a coulisse.
Because I wanted to keep unification of flora, I used rendered 3D models of trees with alpha maps as the previously mentioned coulisses.
Here are the examples:
Lightning consist of just two lights: 1. MR area spot light, 2. skylight. I gave yellow color and big multiplier to main direct light. To skylight I gave purple-blue color and I let multiplier on default value 1. Because I used raytrace shadows and I wanted to create effect of bluring them into distance, I had to also change area light parameters on much higher values then were defaults.
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