Making of Ingrid Bergman
by Max Edwin Wahyudi, Indonesia


Texturing - Texturing was probably the easiest part of this model. Both epidermal and specular map images pictured here are actually the original size that I used, even for the 2500px wide render. The dark area above the lips is because of her skin tone on that area, so it's not neccesary the same with everyone

Note:

For the high resolution image, I used photo texture as a bump map, for the standard one I usually only use procedural fractal on Maya. The map that I connected to the ambient slot is a samplerinfo node connected to a ramp to simulate the peach fuzz effect. The scale parameter in the SSS shader is dependant on your model size (my head model is 2 units wide, and I used 40 as the scale value)





Hair - I used Shave & Haircut to create hair, and it's the most frustrating part of creating this image. My only suggestion is try to avoid using it and use the standard grids and transparancy map instead.

As for my hair setup, I created couple of hair nodes for different part of the hair, and rendered using the buffer method for much faster (less realistic) result. The lighting setup was different than the head because it wasn't giving me the result that I want, because of that I had to create fake shadow for the head, and composite the hair in post.




Lighting - I used 3 Area Lights with Final Gathering for the head.

For the Final Gather setting, the Max Radius and Min Radius are the ones that really effect the results, and they are depend on your model size....unfortunately I'm not an expert on this, so I can't really explain the specifics.

Because of  the SSS bug in Maya 2008 (very slow to render and produces weird artifacts when rendered with Final Gather), I rendered the head and hair in Maya 8.5 instead.

The background was rendered in Maya 2008 with a different light setup.










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