Choose V-Ray as the render engine. Set the output size to 1000 x 750. Set Adaptive DMC as the image sampler and the VrayLanczosFilter as the Antialiasing filter. Under Color Mapping change the type to Gamma Correction and set the Gamma value to 2.2. Turn on the GI, under Indirect Illumination and set Irradiance map for the primary bounces and Light Cache for the secondary brushes. As we will be working with gamma correction, in 3ds Max's Preference Settings, under Gamma and LUT, enable Gamma/LUT Correction. Make sure the gamma is 2.2 and enable Affect color selectors and Affect Material Editor. Set the Bitmap files input gamma to 2.2 and the output gamma to 1.0 (Fig.56).
I have created a "Target Camera" and placed it in order to see the armadillo from the side so that his action is clear to the viewer. You can check the position of the camera in the image (Fig.57). I have set the camera lens to 40mm and tilted it to the left. Do not forget to turn on the Safe frame in the camera viewport.
I have opted for a lighting situation similar to a studio setup (Fig.58). I have created a background plane with a curve that extends to the floor plane, as in a studio "ciclorama". The material of the plane is a simple VrayMtl with a light gray color (R,G,B:100). In the image I have made an image showing the lights' position and numbered them so that it is clearer.
Light 1 is the main or key light. It is a spotlight with shadows set to VrayShadow. The intensity is 1.66 and the color is a light orange (RGB:255,211,153). The decay type is set to Inverse Square with starting at 0.52m. Under VrayShadows I have enabled Area shadow with a sphere size of 0.05m.
Light 2 is a warm fill light. It is a Vraylight plane with an intensity of 5 and color temperature set to 5070. Half-length is 0.23m and half-width is 0.29m.
Light 3 is a cool fill light. It is a Vraylight plane with an intensity of 2 and color temperature set to 8300. Half-length is 0.28m and half-width is 0.28m.
Light 4 is a rim light. It is a spotlight with shadows set to VrayShadow. The intensity is 4 and the color a light blue (RGB:195,244,253). Decay type is set to Inverse Square with Start at 0.33m. In this light I have also placed the "ciclorama" in the Exclude list in order to have a strong rim light on the character without burning the floor.
The material base for the body, shell and eye lid is the same. Create a VrayFastSSS2 material with the "Skin(pink)" preset (Fig.59). Change the prepass rate to 0. Reduce the scatter radius value to 0.25. Set specular glossiness to 0.6, enable trace reflections and reduce the reflection depth to 1. In the Maps section, place the "armadillo_body_cavity.PSD" in the specular amount slot, but be careful to set the gamma to override 1.0 when you open it, otherwise the values will be affected by the gamma correction. Also place this map in the bump slot with a value of 5.0. Place the "armadillo_body.PSD" in the sss color slot (you might need to adjust the colors a bit in Photoshop; in my case I had to increase the image's brightness).