When the UVWs were unwrapped, I began the texturing process. In this project I used V-Ray materials like VRaylightMtl to simulate a few light diodes, and VRayBlendMtl for complex materials such as armor (I used the same textures for both cyber ninjas – I just changed the color by changing the hue in Photoshop later). I also used VRay2SidedMtl, which allowed me to create translucent materials to simulate blood stains, for example.
Some of the texture and materials used in creating the characters
In this video, I assigned some textures and materials to the characters. These are similar on both cyber ninjas and the method is almost the same.
The environment of the scene was quite simple. I worked on the logo of Mortal Kombat with some strings in 3ds Max.
I also I imported some rocks to the background, and as I used the depth of field function, I didn't work too hard in fine-tuning this area. I then imported the backgrounds directly from ZBrush in high poly and applied the ProOptimizer modifier.
Making the Mortal Kombat logo
The lighting really begins as soon as the subject starts to takes shape, so at this stage I tried to light the intensity and composition, and also position the light to showcase my subjects. For this project I placed 3 V-Ray lights and I added a Spot light with an atmospheric volumetric lighting effect.
Setting the lighting scheme
Before starting the rendering (which lasted almost 2 hours) I added some Alpha and depth of field passes for the post-production in Photoshop.
Some of the passes used in the post-production stage
I rendered the image with the resolution I wanted, and chose presets that gave a very good quality. This step became very simple and quick with the SolidRok plug-in. With this plug-in you can just use a simple slider to set all the options needed to create a convincing result in a short time.
The finished image
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