Step 4: Scene model
After completing the basic models, I began to focus on the scene. Most of the models had no specific use and were created using basic modeling techniques. I twisted and adjusted everything manually – which was a very interesting and imaginative experience for me. I also encountered lots of difficulties at this stage for 2 main reasons: I wanted to go for an 80s Japanese style and a windy environment; and because there were so many objects, I'm afraid I can only share a few of the screenshots here.
Step 5: UVs & model optimization
The next stage was to take care of the UVs, which I actually carried out during the modeling stage simultaneously. I mainly used the great UV software: UV Layout
for UV-unwrapping. In order to save production time for the scene models, I used the ZBrush UV Master tool, using it to copy the UV information from low-level models to high-poly models, as shown below.
Step 6: Lights and basic material
When the models were complete, I took everything into 3ds Max
and began to carefully adjust the lighting to create some default shaders for rendering tests. I used V-Ray
for lighting and materials; this step was very time-consuming because I needed to test the rendering repeatedly until it achieved a satisfactory result.
Step: Materials & mapping
After lighting and basic colors had been set up, I began to create the character and object textures. I mainly used the VRayMtl shaders to simulate normal objects, using VRayFastSSS2 to simulate objects with an SSS material effect, such as skin, cream and juice. Because there were so many objects in the scene, the final number of textures was more than 100. Here is a breakdown of the character textures and materials.