Flyby Obelisk

The obelisk was remodeled using high polycount modeling instead of using a low polycount model with normal/displacement maps. The increased photorealistic quality was achieved with SHORTER render times. Mental Ray inside 3DS Max enjoys working with vertices in a faster way than it does with normal/displacment maps. That’s fine, since importing normal/displacement maps from ZBrush into 3DS Max requires the kind of tweaking that can add significant modeling time.