Now that there is some realism in the trees I need now to work down the scene to the roots. The roots are another primary element to the scenes. As this 'Prismatic Tree Network' is not going to have any land, the think roots will the flooring for the 'island.' This idea has come about from inspiration of a great concept artist Rob Stromberg.
Rob Stromberg did a significant amount of work for Avatar, basically creating the Pandoran planet. His drawings he did of the gigantic sized trees have had somewhat a great influence on me. Although I do not like my work to be influenced by another, I cannot deny this one. Here are the two main images that keep me infatuated:
As my scene involves just trees being the support of any human activity the trees, branches and roots need to be big and strong. Here are a few trials:
My first attempt was to trace the frozen rivers from my original inspiration from the documentary Earth. This attempt was not successful. I tried laying a devised branch set flat to get the effect. This did not seem successful either. I needed to get back to the drawing pages and explore the ideas again.
Above shows briefly how the roots can have grown from the island and formed together to create the 'island.'
This is an attempt to workout how the trees interconnect from an arial point of view.
Another drawing of a row of trees. This illustrates how the roots have flattened out so that it is walkable.
I then needed to workout how to create these roots. I know that the programs I were using can only go so far in terms of modeling. To be able to create the roots with the shape intended I needed to use another program - 3D Coat.
As seen above, the roots are created by a set of points (marked as big red balls). These balls can be resized, moved and extruded. When the modeling of the roots are done they then needed to be auto-retopologized. In other words, the roots needed to be reconstructed to a simpler form so that it is not too much information for the computer to process.
Here are a few draft renders of the roots in scene:
The problem after the modeling of the roots is that the bark did not look good at all. So far I have not payed much attention to the bark texture so now I have to address it.
The task that all CG artists have to deal with is the process of something called UV mapping. In essence, the texture that is applied to an object has to be stored in 2D. The challenge is that the object (or model) is 3D. So to mark out the coordinates between the 2D texture map and the3D model you need to mark out seems and unwrap the models geometry into 2D space. When working with an organic object like roots this can be very hard.
The image above I have used a checker material to illustrate how uneven the textures are being coordinated. If the texture was applied perfectly the checkers will all be the same size and be faced flowing in the direction of the roots. This is not the case as parts of the roots the checker is large then smaller at the bottom.
Below the checker image is what it would look like with the bark applied.
I have tried to improve the mapping by trying it on a smaller model of a root and tried rotating parts of the 2D map to go with the flow of the root. This took a lot of time and still does not have the correct flow.
There is a solution to this problem. There is another program that enables painting on the models. You can directly paint textures onto the surface.
This method is faster and a lot easier. With this method I have created the textures:
This model needs more work to be acceptable as being anything near realistic. The root is too smooth, so it needs some distortion. The bark needs to have depth so bumps and displacements need to be applied. These will be developed later in my test scene.
Sebastian