The shader is set to Diffuse Shading. In Material > Properties > Material Ref, I put the color texture that I painted in ZBrush as the Diffuse Color and I set Diffuse Amount to 45% (Fig.17).
The shader is set to Specular Shading. In Material > Properties > Material Ref, I created a Specular map and set the Specular Amount to 10%, Fresnel - 0,0%, Specular Color - 0.76 - 0.98 - 1.0, Roughness - 125% and Anisotropy - 0.0% (Fig.18).
The shader is set to Full Shading, I didn't turn on the Reflection Shading because the Blurry Reflection wasn't working. This property only worked on Full Shading. In Material > Properties > Material Ref, I set Reflection Amount to 6.0%m, Fresnel to 15.0%, Reflection color to 0.88 - 0.98 - 1.0. Blurry Reflection was turned on, Reflection Rays was set to 134, and Clearcoat Amount to 0.0% (Fig.19).
For the lighting setup I used the environment property. On Environment Material > Environment Type I set it to Physically-base Daylight, and I set a three-point light where I put a back light in to separate the model and the scene. The fill light and key light focused to create a nice Specular, especially between the model and the ball she is holding (Fig.20).
I also turned on the Global Illumination (GI) and the Ambient Light - Ambient Intensity - 0.0W/srm2. I then turned off the Ambient Light because Environment Type was turned on (Fig.21).
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