Asteroid by agades
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Description
Max7 Vray, textures - Photoshop
Comments (13)
wingnut55
well done and a bit creepy, some of the holes look as if they might be occupied...
alvesm
It is great. It reminds me of a Ludek Pesek painting I saw eons ago in a National Geographic Magazine
kettledrum
man i got to go check out max now this is one really increadable peace,i wouldn't be able to say enough except it's totaly amazeing to me that you did a simple idea as to paint a rock in space and it come out like that ,that is some really AWESOME work really really AWESOMEi I am GOING to print this one and hang it on the wall of my house.i just can't beleve it are you shure this is a painting and not a detailed photo?increadable...please do more
Biomoto
awesome!!!
jeffg3
Would you PLEASE, PLEASE consider doing a tutorial on how you did this!!!! Fantastic work.
VegeBrain
This is really neat and different. Thanks!
WPL2
I second the tutorial request! That's a fantastic model. Grat attention to detail - I particularly like the lighter-coloured ejecta blankets around dome of the larger craters.
nexxon
I am speechless.....so much details, great work!
FATfoe
This is so cool. Perfect detail. VOTE.
starbase1
That is absolutely stunning - I hate truying to do beleivable detailed asteroid images, and this is pretty much perfect.
Bert007
Great work on the textures, superb render and yes any hints or a tute on how you did it would be worthy
agades
Thanks to all! The first thing - object must have good UVs, with less seams as possible for final painting in Photoshop or like that. UVs anyway will be stretched (you will see elliptical craters on texture), but using 3d procedurals get correct shapes on model. Texture creating I started with 100% selfiluminated material with Cellular in color channel. So I use RenderToTexture for many times (about 6) with different cellular size (Spreed about 0.05) for different crater sizes - from smaller to big, later rendered textures must be blended together in Photoshop. Last part of ReallyBigCraters must be done very carefully - big craters will make the "face" of asteroid, so try different locatins until stop on final. In this way you can get not bad displacement map (I did not use build-in Max displacement, it is too robust, Vray displacement modifier is much better). Edges of big craters was additionally painted to get elevation on borders of craters. Its about displacement map. Texture map can be created in the same way using noise map or combined with something else. Important thing - collisions make craters with different colors of mineral splashes around. For this effect I did few different splashes and put on texture accordingly texture stretching and orientation of crater. Splashrings I made in this way - paint some white vertical line on black canvas, use some noise or distortion, then filter Wind, noise and Wind again, then rotate 90 deg and Distortion - Polar coordinates, it makes cool looking splashrings. Texture size was 2048x2048, RenderToTexture for displacement was done with the same resolution. I hope it will help. :)
pixeltek
I think I needed some asteroid lessons from you. Thanks for sharing. That is a superb texture and displacement map you so effectively used here.