No, I'll wait for my stunt-double to come back... by NikKelly
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Description
This began as a budget ($) 'Gate Crystal' box by Arki / RuntimeDNA from DAZ. (Offer now ended...)
https://www.daz3d.com/bits-n-pieces-gatecrystal
Despite current DS 'packaging', it is, at heart, an old 'Poser CR2' model, with handy dials for the flaps etc. Minus the optional pretty crystals, I reckoned it would make a real-neat 'Alien Bio-Tech Pod'...
I dragged the CR2 into scene, steered Poser to its geometry OBJs. Scaled up to ~600%, it stood some-where between a phone-booth and sarcophagus.
The unsettling 'organic' texture was one of a free set of seamless tiles by RachealMarie, here at Rendo'.
https://www.renderosity.com/freestuff/items/74649/in-the-flesh-seamless-tiles
I reduced Diffuse_Color's material's U_Scale and V_scale from 1.00 default to 0.30 to get x8 more 'bobbles' onto those 'flaps'. As I'd used one of the semi-transparent PNG textures, I used free Irfan View to extract the Alpha Channel as a JPG. Applied as transparency map at ~20%, it looked good when test-rendered. Likewise, I enhanced this map with Irfan View, applied as both Bump and displacement. Again, both maps needed their U_Scale and V_scale reduced from 1.00 default to 0.30.
The outside panels carry one of the budget ($) SciFi Interior Seamless PBR Textures by nelmi, again here at 'Rendo.
https://www.renderosity.com/marketplace/products/116694/10-scifi-interior-seamless-pbr-textures
To get a tight enough pattern, I dialled its U_Scale and V_Scale to 0.10. I used the matching 'Roughness' and 'Height' maps for Bump and Displacement.
Next, I needed three suitably icky tentacles. The 'scuba hose' is visible, but the other two are tastefully out of sight...
After a search, I found the 'Classic' free 'Versatile Tentacle Figure' by TeemuM, again here at Rendo'. Please read his credits for Rigging and Easypose based on free "Simple Easypose Tentacles" by awesome Davo, used and distributed with permission.
https://www.renderosity.com/freestuff/items/69056/versatile-tentacle-figure
There are twenty (20) parts to a tentacle, each with a variety of useful and/or bizarre morphs ranging from tilt / twist to bulge, corrugate, bristle and/or squirm. I stopped trying to understand which parts had what morphs, simply played with them until the tentacle looked 'right'. Then I duplicated it twice. With two stood on the centre line, I flipped the third, 'parented' it to the pod lid. All three got a 'flesh' texture.
The cheval mirror was supposed to hint at the base-pair's existence, but I could not get a sightline that was both informative and discreet...
The scene complexity was now beyond my ageing twin GPU cards' tolerance. So, after several quick CPU-only test-renders, and adding yay-more light, I 'queued' the job to my network-render 'Box' as Superfly, progressive, 96 pixel samples, 64 'vols+buckets', where it ran in ~1½ hours...
Comments (2)
nelmi
Great job with the texturing!
vikinglady
Very very cool 😎😁... Am absolutely delighted with your explanations of construction thought processing. Favorited in my browser for future reference.