Making of Space Mariner by Luiz Alves


To organize the material shaders used the multi / sub-object and split each group of stitches per ID. I usually use simple shader such as Blinn, Oren-Nayar-Blinn, Strauss, etc., allowing a good visual and a fast rendering if properly configured.


Part 8 - Rigging amd Skinning - I was planning not to animate my character and decide to save time by creating only a basic rigging and Skinning with few controls that would pose my model.




Part 9: Illumination - Decide to adopt 3 point lighting system because it would render quick and within the standard of quality that I am looking for. In this system usually use a key light directly and 2 more lights that serve to illuminate the other side called fill lights and create a contrast of colors, in this case I need to add a lamp to illuminate an area that was little dark, for a total of only 4 lamps in the scene.




Part 10: Render and Composition - The rendering was done using the default scanline renderer of 3ds Max. Render in the resolution 4000 x 3000px in bmp with a green background (when planning to composite the render in Photoshop usually do it with a background that is not confused over the selection, so it becomes easier to remove it).



The composition is one of the steps that gives the opportunity to make adjustments in the final rendering, without wasting time in rendering a scene again and again. This gives more freedom to create details that make the picture more interesting. I made minor adjustments in the composition of contrast, some layers of glow to highlight the brightness and some dirt with filters to reduce the artificial impression generated by the render.



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