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Making of 'The Princess'

By Marcos Nicacio
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Date Added: 28th April 2010
Software used:
3ds Max, Photoshop, V-Ray

Texture & Shader

Texturing for me is one of the most technical parts of creating an image. I started by texturing the hair and for this I created a color and bump map (Fig.07). I adjusted the UVW mapping according to each hair part, and with the shader I wanted to give a reflection that suggested she was using too much hair spray.

123_tid_image_07_texture_hair_material.jpg
Fig. 07

For her face I created a color map only and worked with a shader with low specular to look like skin (Fig.08).

123_tid_image_08_face_uv_map.jpg
Fig. 08



The body texture was a Blend material with two V-Ray materials and one mask. The V-Ray materials have the same maps, color and bump, with different bump and reflection levels for the gold and opaque parts. The mask was for the gold floral parts, which I wanted to give more highlights to.

The arm textures I applied in another material ID using the same shader I'd used for the face (Fig.09).

123_tid_image_09_uv_map_editor.jpg
Fig. 09

Lighting & Rendering

I used two V-Rray lights to light the scene (Fig.10).Both lights had 32 subdivision sampling to cast soft and clean shadows. The front light was stronger than the back one to give a highlight to her face and I also left the environment very dark (Fig.11) because I wanted to give a dark mood to the scene, to match her expression and secret smile.

123_tid_image_10_lighting_rig_setup.jpg
Fig. 10


 
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Readers Comments (Newest on Top)
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(ID: 86265, pid: 0) Ivan Firdaus on Mon, 13 February 2012 8:40am
woa, very cool.. thank you for sharing.
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(ID: 64743, pid: 0) Roberto on Wed, 23 November 2011 8:46pm
Very nice image. I wish you would have explained the tutorial with more detail.
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