Making of 'Ravine'

To create my image, "Ravine", first I created a shaped terrain and tree roots in 3ds Max 2010 and Mudbox 2009 (Fig.01 & Fig.02).

Fig. 01 d_Fig.

Fig. 01 d_Fig.

Fig. 02 d_Fig.

Fig. 02 d_Fig.

Next, using 3ds Max, I put unwrap UVWs on the terrain (I won't go into detail about this process because it is already available in tutorials on the net!) Then I exported the terrain and roots into Vue 7 Infinite.

In Vue 7 Infinite, I created two extra terrains. Then I experimented with the setup of the terrains, roots and camera angles until I was satisfied with the combination (Fig.03).

Fig. 03 d_Fig.

Fig. 03 d_Fig.

In the next step I put a material on the terrain by using procedural materials and layers (Fig.04 - Fig.06). 

Fig. 04 d_Fig.

Fig. 04 d_Fig.

Fig. 05 d_Fig.

Fig. 05 d_Fig.

Fig. 06 d_Fig.

Fig. 06 d_Fig.

Then I started to create an ecosystem. I used both the ecosystem population creation in the material editor, and the ecosystem painter (Fig.07 - Fig.09).

d_Fig.

d_Fig.

d_Fig.

d_Fig.

Fig. 09 _Fig.

Fig. 09 _Fig.

I used a spectral, global radiosity atmosphere, which is already included in Vue 7 Infinite, but I altered it slightly. The atmosphere is "Fair Weather".  In the Light tab, I increased the light balance towards sunlight, and I also increased the sky dome lighting gain. In the Sky, Fog and Haze tab, I increased both the sky ground density and sky mean altitude (Fig.10 - Fig.12).

Fig. 10 _Fig.

Fig. 10 _Fig.

Fig. 11 _Fig.

Fig. 11 _Fig.

Fig. 12 _Fig.

Fig. 12 _Fig.



Finally, I set the rendering at high detail and chose crisp as my option in the anti-aliasing strategy (Fig.13).

Fig .13

In post production in Photoshop, I subtly used the "unsharp mask" filter to give me an even crisper image.

Thanks!
Maciek Sikora

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