Making of Super no Moreby Ronni Gani, Indonesia
Texturing and Shading
- For texture painting I used Body Paint and Photoshop, and switching around from one to another in the process. First I unwrapped the mesh in XSI, but furthermore I use the relax tool from Body Paint to make the UV unwrap more precise.
To get the wet look of the scene, I set the specularity a bit higher. Below you can see the final painted maps.
With this Shading set up
In lighting setup, it’s more kind of trial and error process for me. Basically, I treat the light as if I am painting the character with some ambience color.
But the main principle is to have three kinds of light sources, as you can see them below.
Number one is the main lights, which act as the primary source light. Number 2 is the secondary lights, which act as the bouncing light and the lights from other source, in this case the kryptonites :-). Number three is the fill lights, which are filling the area between those two kinds of lights before.
For this purpose, I use many lights, and different settings on color and attenuation from each of it.