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The making of Bane

By Yoongkun Kim
Web: Open Site
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Date Added: 12th September 2014
Software used:
Photoshop, Maya, V-Ray, ZBrush, Misc

Bane shading with V-Ray in Maya

Back in Maya, It is time to work on shading my character. I used V-Ray for Maya for this project. I'm not good at shading or rendering, so I want to study this myself this time. I used V-Ray material for all the meshes except VRayFastSSS for his skin.

Before I added color to him, I tested the displacement and normal map first. I generated a displacement map in ZBrush as 32-bit map because it gives more details. Then I generated a normal map in ZBrush and created a normal map in Photoshop with the xNormal plug-in, then blended them together.

In V-Ray, as you can see in the image, I checked the displacement option in the Shape node, (I can control the displacement settings in there), and also with the 32-bit maps, I checked the Allow negative colors setting in the file node.

After I tested the render with the displacement and normal map, I added a specular map which was based on a diffuse map in MARI. For the specular, I turned on the Fresnel which is really important to get a physically realistic look. Then I added color texture, and tested it several times with small settings changes until I got what I wanted to see.

1918_tid_06_bane_shading_02.jpg
V-Ray displacement map test with 32-bit map and color test


1918_tid_07_bane_pose.jpg
V-Ray render test with diffuse, specular, normal and displacement maps

Posing

It was then time to pose him for the final image. I created a simple skeleton in Maya because his pose was not going to be dynamic. After I added joints, I edited skin weights on some parts to maintain the right volume and shape. After the weighting was done, I then set the camera angle for the final image. I chose a low angle to give him some
weight and power.

After I was happy with his pose and camera setup, I moved to the final render settings to render all the passes.

1918_tid_08_bane_render_01.jpg
Creating a simple skeleton in Maya to pose the character

V-Ray rendering and post-production

To create the mood for Bane's final look, I needed to test the scene with different lighting settings.
I used a V-Ray Dome Light to fill a base ambient light, then I used several V-Ray Rect Lights for all the key, fill and rim lights. After I fixed the lighting settings, I added render elements in the render setting tab.

I wanted to composite in Photoshop with all the passes, so just in case, I rendered more with render elements then I needed. I rendered with 32-bit multichannel EXR format, and then I opened them in Photoshop so I could work with all the passes as a layer.

Then, I played with lots of color adjustment tools in Photoshop, and then added background color and textures to create the final look. And that's it! Thanks for reading my step-by-step tutorial for Bane.

1918_tid_08_bane_render_02.jpg
Final lighting setup and V-Ray render elements (passes)

1918_tid_bane_color_angle_01.jpg
Final compositing in Photoshop with all the render passes

1918_tid_01_bane_concept.jpg

Related links

Head over to Yoongkun Kim's website for more
If you have an image or tutorial you'd like to submit, you can do so here
Visit our shop pages for ZBrush and Maya eBooks




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