Making of Say Cheeseby Vaibhav Shah, India
Texturing and Shading -
Texturing and shading is one of the important stages through out whole artwork look and feel depended. I assumed major objects would be shaded with procedural shaders. So, I used very basic single switch node for gravels and I’d used 3 little scripts for randomization.
- Assigned user defined attribute “vcoord” to n selected objects using script.
- Connected geometries with selected single switch node in hypershade using script.
- Randomized all selected geometries attribute “vcoord” using script.
For pipes, I was so inspired from old copper and mossy effect. I made two different shaders for surface bubbles and water bubbles. So, I used different MR dielectric and DGS materials for bubbles. I found problem at water droplets on tiles were highly intensive glow because of key photonic light was linked to it.
I used ZBrush for fish and tiles texturing, especially I’d used ZApp-link plug-in for easy texturing, which can be interlinked with Photoshop and ZBrush visa versa. Great package from ZBrush!!
I made specular, reflection, all three skin layer maps from ZBrush for MR SSS shader in Maya. I’d noticed shiny glossiness in fish skin, so I need to make glossy map which was really effective enough. Even SSS shader’s specular attribute has quite detailed options to generate nearly real skin.
Lighting and Rendering -
I’d used basic 3 lights setup (photonic key, fill and rim light). I’d used key photonic light for whole Layout and other 2 lights were linked just for fish individually.
I’d used GI photons for better result to the scene. Because of mental ray’s dielectric shader and DGS refracted and reflection values, I had used caustics photons also. I was exited with double bounced shadow layer when light reflected through main photonic Light. It gave me real water shadow effect.
I made proxy/dummy box under water level till floor with refracted glass, transparent shader assigned on it. It was just for refracted effect to water from straight front.
I was facing challenge at rendering occlusion pass, where refraction appears at under water portion specially. But, simple solution was to assign manually overrides at each property of light and shaders. i.e., in occlusion pass; I made AO shader, proxy box has same refracted shader but, I’d assigned AO shader to all other objects apart from ‘proxy box’.
|
|
|