Dracaena Fragrans (Interior Plant)

  • March 01, 2014
  • 2,915 Downloads
  • 14 Likes
  • Blender 2.6x
  • Render: Cycles
  • Creator: CuRvEmAsTeR
  • License: CC-BY
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Description:

Hello guys,

here is my contribution for the weekend challenge.

4 textures are included, all made with texture painting mode, in blender. On layer one, you have the plant, with an empty set as parent to move it easily. On layer two, just the meshes for particle systems. On layer 3, lamp, camera and (very) basic scene.

The plant has a realistic scale: around 1.0m height (in metric system).

May the blend be with you!

Comments:

  • Mikel007 profile picture
    Mikel007

    That looks very good. Thanks for sharing with us.

    Written March 01, 2014
  • rianvermeulen profile picture
    rianvermeulen

    Cool tropical plant :D

    But serious, I just checked out your blend, and that's some real sofisticated stuff in there, my compliments, they're well earned.

    I like to use outdoorterrains as a background for my models, so I've been looking for some guildlines for a setup like this, but all I found sofar were those gameterrains. So thanks for this blend, it will be very usefull.

    One question: how did you do those normalmaps? You said you made all textures in paintmode?

    Well, great Job. :)

    Written March 01, 2014
  • CuRvEmAsTeR profile picture
    CuRvEmAsTeR

    To generate the normal maps, I used the add-on in Gimp : http://registry.gimp.org/node/69 (sorry for the misunderstood, indeed I didn't generate them directly in Blender, but I would not be surprised that it is possible :-))

    Written March 02, 2014
  • rianvermeulen profile picture
    rianvermeulen

    Hi, again,

    Thank you for the link, I've been looking for that one as well, and no :

    You cannot bake normals from a texture in Blender. You can bake normalmaps in BI but only from real geometry, and I understand that developers are working on baking for Cycles, but not anywhere soon.

    Meanwhile, if you insist on using blender, there is a pretty roundabout way: Take your texture into cycles and use an RGB-to-BW node + multiply-node, or a colorramp etc. Anything that turns your texture into greyscale/non-colordata and use this as bumpmap for the displacementMODIFIER (not the displacement-socket) on a high-res subdivided plane. Then apply the modifier, and there you have it: Real geometry that you can bake normals from in BI.

    Better use GIMP right? Thanks for the info. :)

    Written March 02, 2014
  • elvetos profile picture
    elvetos

    Excellent work, thanks for sharing!

    Written March 03, 2014