Dax Pandhi is a CG environment specialist and co-founder of QuadSpinner. He has contributed to a variety of AAA titles for film and games, including the critically acclaimed Battlestar Galactica: Blood and Chrome. He is also a teacher and author with 18 years of experience in CGI. Read more ...

Mustang Arch

I had been itching to create a proper scene with some of my new HyperTerrains.

Mustang Arch

The arches are from Ancient Arches we released last week. The only material in the scene (apart from the horses) is a mix of Rock Z (Scale 9.5) with a –5% alpha layer of Mineral Infinity. All these items are available here.

The HyperTerrain in the the background is a new one I’ve been working on. It is made of a single cylinder with an intense displacement fractal which was later baked just for the sake of speed and efficiency in rendering.

The full scene and the diffuse pass are shown below.

Mustang Arch

Mustang Arch

As you can see the polygon count was serious (75 million+) and no EcoSystem or subdivision was used at all.

Expect more in this series soon.