CREATING CG NATURE

Meadow is an image I created shortly after I started learning/studying how to create nature in 3D. Since I started learning Maya I had always wanted to create stuff like trees and grass and such, but all my attempts at this gave pretty poor looking results. It was only after doing some solid research and finding good learning material that I actually had a chance at achieving realistic results. It took several months to learn all the theoretical stuff, but the actual process of producing the scene and rendering it was rather quick. I have to say I’m quite pleased with the results, myself.

30
Hours in Making
30
Billion Polygons
14
Hours Rendertime
4
Resolution

NORWEGIAN NATURE

For this particular work, I didn’t just want to make it look the picture was taken anywhere. I wanted it to look like it could be inspired by Norwegian nature. Not in the cliché sense with a bunch of fjords and tall mountains, but in a more subtle way. This was also because I didn’t want this project to require a lot of my time to finish, and I wanted to keep it rather simple without many different elements in it. So the main thing I looked at was the trees. I found a list of the most common tree types in Norway, and on the top was the Betula Pendula, which was actually standing right outside the window of where I live. So I figured it was a good choice to go for this type of tree, and also decided this tree alone would be enough for me to complete the scene and keep the number of different elements on a low number. Actually, all the trees you see in the final image is the exact same tree, just duplicated with randomized rotation and scale. The grass was also created in the same way. I wanted to avoid using techniques like fur and such, since I wanted to have it looking as realistic as possible. So all the grass is basically just three different bundles of grass which are duplicated across the terrain. As for the bushes it’s the same deal. One bush which is duplicated with randomized scale and rotation.

POST-PROCESSING

I applied quite a lot of different effects and filters to improve the realism and look of the render, which you can see in this breakdown video I created just for the fun of it. I was going for a look that was quite cinematic, so here are some of the things I did to achieve this:

  • “‘Scope” anamorphic widescreen format
  • Color LUT for grading
  • Depth of field with anamorphic bokeh

ADDITIONAL IMAGES