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Making of the Prolapsed Eye
by Fausto Tejeda, USA Web: www.pixolclay.com


The Rendering process was somewhat tedious due to Maya’s incredible render pass system (…not). But the results were great. I exported a fairly high poly-count mesh, since this model will only be used for a still along with a simple Light Set-Up, using 2 planes as the main light source and 2 spotlights as kickers.


I used the Mental Ray Skin Shader with a Scale Conversion of about 25 and maps for the Subdermal Weight, and Backscatter Weight and rendered with Final Gather. I made separate Render Layers for the Color, SSS, Occlusion, Specularity, Reflection, Shadow, and a Backscatter pass. (Color, reflection, Fresnel, and Occlusion for Cloth also).





I also rendered out a few black and white masks to use for compositing the cloth. I used Photoshop to put the image together. Here’s a better look at my layer blending modes.



Final Image



Thanks everyone and hope you enjoyed the tutorial. For any questions just email me at Fausto@pixolclay.com or view my website at www.pixolclay.com

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