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Aayla Comiquette Character Modeling

By Fabio Paiva
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Date Added: 1st February 2010
Software used:
3ds Max, Photoshop, Softimage, ZBrush

Texturing / Materials

For rendering I decided to use VRay, so I imported a relatively dense mesh to 3ds Max (Fig.09), so that I had no need to use displacement maps. I used only normal maps in some parts. For the UVs of her clothes I used UV Layout, because I wanted to apply textures. For the body and in some other parts, I used ZBrush's own UVs. In this situation, both ways worked very well (Fig.10).

1065_tid_fig09_poly_vertices_count.jpg
Fig. 09

1065_tid_fig10_texture_maps.jpg
Fig. 10

All materials were very simple VrayMaterials, just playing with different values of glossiness and reflection. For the body it was no different; just a color map and a reflection with a 0.6 glossiness (Fig.11). All of this was because I wanted a toy-like look for the material and the render.

1065_tid_fig11_texture_vray.jpg
Fig. 11


Lighting / Rendering

When choosing lighting, it's important to start by deciding what feeling you want the image to convey. Trying to light randomly becomes much more difficult and time consuming. After searching for photographic references, I decided to go for a studio look with strong backlights. I used four VrayLights with different sizes, intensities, colors and positions (Fig.12). For intensity and color it really is trial and error, but always remember to keep looking for the visual you've chosen.

1065_tid_fig12_camera_angles.jpg
Fig. 12





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