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How to Stylize and Model 'Toon Humans - Chapter 3: Materials and Lighting

By Jose Alves da Silva
Web: Open Site
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Date Added: 26th February 2013
Software used:
3ds Max, ZBrush

- Select all the trouser straps and apply them the same trousers material we have created in the previous step.
- Select one of the straps.
- Apply an Unwrap UVW modifier.
- Press Edit.
- Click the Pick texture slot on the upper right and choose the Falloff map. This way you'll be able to see the trousers texture on the background to align the UV coordinates.
- To display the texture with a higher resolution, click on the Option button and under Bitmap Options set the Width and Height to 2048, for example.
- As we had turned on the Generate UVs option in the Sweep modifier, the texture coordinates of the strap have a nice rectangular form, exposing the back and front of the strap.
- Select the strap element and rotate and scale it to align with the image strap.
- Repeat the procedure for all the straps.

Belt Material 1

To create the belt material we need to create another texture which will be used as bump and glossiness map (Fig.18).

- In Photoshop, open the "belt_diffuse.PSD" image created in Chapter 2.
- When we created the belt texture, the holes were placed in different layer. Select the layer of the belt without the holes.
- Desaturate the image (press Shift + Ctrl + U).
- Choose Image/Adjustments/Brightness Contrast.
- Set the Brightness to 50 and the Contrast to 50.
- Desaturate the holes too.

1674_tid_Fig18_BeltMaterial1.jpg
Fig.18

If you have previously merged the belt holes with the belt, don't worry. Apply all the adjustments and paint the holes black.
- Save as "belt_glossiness.PSD".

Belt Material 2

To create the belt material in 3ds Max (Fig.19):

- Open the Material Editor.
- Choose a Material Editor slot and press the Standard button. Choose VRayMtl under V-Ray Adv 1.50.SP5.
- Under Reflection, change the Reflect color to gray (R:181, G:181, B:181).
- Set the Reflection glossiness value to 0.6.
- Turn on Fresnel reflections.
- Lower the Max depth to 2.
- Under Maps, place "belt_diffuse.PSD" in the Diffuse slot.
- Place the "belt_glossiness.PSD" in the Reflect, RGlossiness and Bump slots.
- Select the belt object and apply the material.
- Apply the same material to the leather straps. As for the trousers straps, use the Unwrap UVW modifier to scale and move the UV coordinates to align them with a part of the belt texture that doesn't have holes.
- Render.

1674_tid_Fig19_BeltMaterial2.jpg
Fig.19


Belt Material 3

For the metallic parts of the belt we will create a simple metal material (Fig.20).
- Open the Material Editor.
- Choose a Material Editor slot and press the Standard button. Choose VRayMtl under V-Ray Adv 1.50.SP5.
- Change the Diffuse color to dark gray (R:11, G:11, B:11)
- Under Reflection, change the Reflect color to a light gray (R:137, G:137, B:137).
- Set the Reflection glossiness value to 0.7.
- Turn on Fresnel reflections.
- Lower the Max depth to 3.
- Under Refraction, set the IOR value to 30.
- Apply the material to the buckle, pins and tip of the belt.
- Render.

1674_tid_Fig20_BeltMaterial3.jpg
Fig.20





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Readers Comments (Newest on Top)
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(ID: 196964, pid: 0) Madmaster_3d on Sat, 11 May 2013 4:36pm
nice tutorial dude. you are so pro
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