|07 July 2007||#65|
Thanks a lot, every body!! I should thank each of you individually, but it would take all day..and i have to go to work! thanks a lot for the all support!
Some info on shading/lighting/rendering:
Shaders are "misss_fast_simple" shader in Maya(for diffuse and SSS passes) and blinn for reflection and specular passes. color map is the procedural "marble" texture in Maya.
Lighted with an HDRI map + one area light for key lighting and a directional light for back lighting. rendered in MentalRay with final gathering on.
I rendered 7 passes in all:
subsurface scattering pass:
cavity pass(renderd with cavity maps exported from ZBrush using ZMapper):
Ambient Occlusion pass:
I guess there are no hard-and-fast rules for all this, but please feel free to write if you think of ways I can make it better.
Last edited by anandpg : 07 July 2007 at 03:49 AM.
|07 July 2007||#66|
Lord of the postsportfolio
Chief Operating Lead Junior Intern Art Director of Supervising Manager
Join Date: May 2005
the render is already looking great. since you are more focused in modeling i would say its just fine as far as renders goes.
but, if you want to make it realistic you should render in less render passes. because the reflection needs to be self reflecting with at least 2-4 bounces. reflection should also be reflecting shadows, texture, cavity and sss. so you may actually need to render all these in same pass. only things you could have as separate render pass is ambient occlusion. you may also need GI so that little color bleeding happens here and there. but this all gonna cost you more render time
|07 July 2007||#72|
G A MacDonald Consulting INC.
|07 July 2007||#75|
Beautiful work!! Can I ask where you found the image of the painting by Peter Paul Rubens?
"the drawing that had been praised on Tuesday was regarded as only a stepping-stone to something better on Wednesday."
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