Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3
Making Of 'Trooper'

By Renato Gonzalez Aguilante
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(40 Votes)
| 130343 Views
| 3 Comments
| Comments 3
Date Added: 30th April 2012
Software used:
Photoshop, Maya, mental ray

Texture

I was looking for realism with my model. Normally I generate textures, and Normal and Displacement maps in ZBrush, but in this case I only wanted to work with Maya and Photoshop and so I created all my textures there. The two most important materials for this character were the metallic shader and the suit shader. For example, for the metallic shader I created a Specular map from the Diffuse (Fig.04). I worked with the scratches masked in an empty layer. This fact made it easier because it allowed me to change their color, brightness and blend mode.

1525_tid_Fig04.jpg
Fig.04

For the suit I was looking for something between leather and rubber, so I decided to work with the SSS skin shader (Fig.05). I used a Normal map from my personal library to get a tiny amount of porosity on the surface to better catch the light. For the Diffuse I just combined a simple layer with noise and a dirty texture that I painted using a custom brush in Photoshop.


1525_tid_Fig05.jpg
Fig.05

Lightning and Rendering

To get more realism in the illumination, I worked with image base lighting because I needed some nice reflections on my model. But I found this was not sufficient, so for my final lighting setup I used three area lights set to a high intensity with quadratic decay rates, two volume lights for the wires and point lights for every light detail on the character (Fig.06).

1525_tid_Fig06.jpg
Fig.06

The scene was gamma corrected with color management to fix any issues with the color. Alternatively I could have used the mia_exposure_simple (gamma = 2.2) attached to the camera.

The final render can be seen in Fig.07.

1525_tid_Fig07.jpg
Fig. 07





< previous page next page >

 
1 | 2 | 3
Related Tutorials

Tutorial

Gallery Image.



Keywords: MODO, AMD, Character, Male, Tutorial

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (6)
Comments 0 Views 6408

Tutorial

Gallery Image.



Keywords: MODO, ZBrush, KeyShot, Character, Movie, Project

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 5011

Tutorial

Gallery Image.



Keywords: Rigging, Neck, Head, Animation, Maya

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 45058

Tutorial

Gallery Image.



Keywords: character, creature, alien, helmet,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 32478
Readers Comments (Newest on Top)
avatar
(ID: 264549, pid: 0) Faiz Ahmed on Sat, 29 March 2014 6:18pm
Wow! Just amazing man. Can you please give us a full tutorial on how you made everything else. Or can you upload the 3d model .obj file. Tutorial will be great. Please.
avatar
(ID: 186103, pid: 0) Ash on Mon, 11 March 2013 8:04pm
great work! how did you create and illuminate the red material?
avatar
(ID: 112861, pid: 0) Carla on Tue, 01 May 2012 4:32am
Wow u r amazing! i want to kiss you!
Add Your Comment