Texturing
The shaders played very important role in what I was trying to achieve for the skin look. Using Brazil rendering system gives me more freedom to play with shaders because it has more channels to fed the texture in. I used Brazil skin material for achieving that soft and warm look I was looking for. I turned on Global illuminations and environment lighting. Played with Brazil shaders to get the soft and translucent effect I was looking for the skin. Here is a test I've done using the elements mentioned before (volume light & translucent effect).
The SSS shader combined with normal bumps enhanced the look of the character even further. It was easy to add hair & fur to my character, using the new intuitive hair system in 3ds max. Combing and styling the hair bring to a new level the look of the ork.
I added some more spots and Omni lights in the scene. With all the lights setup in the scene I ensured that Global Illumination was turned on in the rendering panel. Once again checked all the shaders, the textures and the geometry, to verify that everything is all right. The scene is almost complete now, and it's time to do planning for rendering it in different passes.
Here are some of the main passes. I used Digital Fusion to blend all the passes together into a single piece. Also added some lens blur and defocus effect on the main character and the scene itself.
Here is the final image in colors, but I like a lot the black & white version too. I think it is more dramatic in monochrome colors.
I used 3dsmax and Zbrush, rendered in Brazil, composed with Digital Fusion. Thank you for the care and patience. Hope to be useful.
Related Links
Dorian's Website: www.dorian3d.cgsociety.org
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