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View Full Version : mental ray character rendering in max 2010


sarakawa
12-28-2009, 10:34 PM
I am trying to learn how to render a game spec character in 3ds max using mental ray. I have a diffuse/normal/spec map for my character. I just would like someone to push me in the proper direction so that I can render my character in a professionally high quality manner. I have looked for many tutorials and have not had much luck. I am also no familiar with what sort of shader I should be using. I assume that I need to use special shaders with mental ray. In any case, if ANYONE can recommend a good tutorial or tell me a quick step by step on how they set up their renders in max, that would be GREATLY appreciated. Thanks in advance!

noouch
12-28-2009, 10:38 PM
You'll get nice game-like results using a viewport shader like this:

http://www.laurenscorijn.com/viewportshader

Or you can render with a standard material with the maps in the proper slots, but be sure to put a Normal Bump map in the bump map slot, just dropping the normal map in there won't give you the proper result.

sarakawa
12-28-2009, 10:46 PM
thanks! i will give that shader a go!

sarakawa
12-29-2009, 02:29 AM
so, i've tried the viewport shader...pretty sweet. but i still want to render with mental ray...i've started to play with it but am still far from where i want to be. any tips would be great!

tobbew
12-29-2009, 10:27 AM
The choice of shader... depends. One question is if you'd want the rendering to be very close to the ingame graphics. If not I would in general use a sss material (fast skin) for skin and arch design materials for other materials (of course depending somewhat on the type of character). I'd probably use final gather for indirect illumination, of course depending on the environment.

sarakawa
12-29-2009, 04:08 PM
I have attached a render I did in Marmoset. I want to do a render that is of course much nicer in mental ray. I am happy with the in game renders but I want to learn mental ray for future characters. I have been messing around with the sss material. As of right now, I have the sss shader on her entire body since there are areas where her skin and her clothes are on the same UV shells but I could prob just apply a different shader to the clothes polys. I am not sure what you mean by "arch design materials" though. I have final gather turned on but am not sure what functions control what. So, any more info would of course be greatly appreciated!

http://img51.imageshack.us/img51/9947/beauty1t.jpg

http://img51.imageshack.us/i/beauty1t.jpg/

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