Sculpting

Sculpting

Finally got all the shaders done and started work on sculpting today, making sure that the “Rough” Endoplasmic Reticulum lives up to its name. Similar to the “Barnacle Brush” Vector Displacement Map I made for the whale in Going Live, I made a Ribosome brush (much to the amusement of my final-year Cell Biology student sister). The sculpt isn’t finished yet but I decided to do a test in Maya before I take it any further. There are a few artifacts I will have to take a look at, most likely they’re down to Anti-Aliasing settings on export.

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