La traduzione la trovate QUI
Autore: Viki Yeo
Titolo: Young girl
Modellazione: 3ds max
Render: Mental ray
Post Processing: Photoshop
Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games.
I am going to show you how I created my image “Young girl”.
I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images by http://www.3d.sk.
I created a base mesh in 3ds Max. I began making the base mesh, just doing the minimum required.
After I imported base mesh, I sculptured details on using Zbrush.
The displacement map has been created and saved as a 16 bit grayscale TIFF file in Zbrush
I brought the mesh and displacement map in 3ds Max again.
When apply displacement map, do not forget to check "Use Existing Mapping", Switch on Luminance Center and put some strength.
I add the Shell and turbosmooth modifier to sweater.
The Eye ball consist of 2 parts.
If you turn on Preserve UVs, you can perform minor editing tasks without changing the mapping.
Moved vertices with Preserve UVs off (left); Moved vertices with Preserve UVs on (right)
I used Photoshop to make texture and I used a combination of real photos.
For the skin I used mentalray sss shader. So I had made a diffuse map, epidermal map, bump map and specular map for her skin.
I used mental ray to render the scene. The material can be seen in the image.
Here’s the material setting.
Sweater were done with the mental ray architectural material.
Hair is important to a realistic character. I used Hair&Fur for creating the hairs.
Hair&fur settings are showed on the image.
I used 5 Free Area Lights with Final Gathering. All my light and render settings are showed on the image.
The render times become crazy, so I found much easier to render the hair in a separate part, and then to combine them in photoshop.
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