Creating Forbidden Mushrooms with Megascans and Maya
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your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?

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Creating Forbidden Mushrooms with Megascans and Maya
26 October, 2017
News

Arvid Schneider has launched a new 5-part tutorial series on setting up, shading and lighting some nice-looking mushrooms. The artist wisely uses a mix of Quixel Megascans, Arnold and Maya to generate a beautiful render. 

Here is the first part about shading the hero mushrooms:

PART 2 will be about shading the other assets 
PART 3 will focus on lighting 
PART 4 will add additional details, like Xgen fur 
PART 5 will be the final touches in compositing

Arvid Schneider 

You can find more details on the series here

Source: ArtStation

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