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landscaping


Dave Oliver
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ill try to explain with text...

 

box, subdivisions 3,2,3

 

ffd 3x3x3 modifier

 

stretch to make blob shape

 

edit poly modifier - tessellate

 

noise, %5 scale, same displacement amount for each axis

 

turbosmooth

 

uvw map

 

vraydisplacemod, 1-2" displacement height, 3d mapping, use object material

 

grab any rockish texture and make a vray material

 

put your texture in the diffuse, bump, and displacement slots

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