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.
V-Ray displacement map test with 32-bit map and color test
V-Ray render test with diffuse, specular, normal and displacement maps
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.
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.
Final lighting setup and V-Ray render elements (passes)
Final compositing in Photoshop with all the render passes
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