

I briefly looked at the rendering comparison between maya and blender, and I think maya is a bit more realistic, but I wanted a more stylized imaginative style, so I decided to move the scene into blender for the later rendering.




I found that the branches were just too laggy to keep three levels of subdivision into maya, and one level of subdivision loses some of the detail, so I used zb’s decimation master tool to convert them to triangles, and put the triangles directly into the modeled scene.
The same goes for the stone steps below, which I face-reduced after the zb carving.

Save two versions, the low model is the triangular faced model and the high model is the sculpted model, baked in sp.