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a clear-water spirit
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modeled, textured, and rigged in Maya
(click small images to enlarge) |
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An experiment
to see how complex a shader I could develop with just Maya's
Hypershade and Software rendering engine. No ambient occlusion,
no displacement mapping, no custom RenderMan coding, just procedurals
and a single image map (the alpha of the brown shell vs. inner
crystal). |
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