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Making of 'Odin's Final Battle'

By Marthin Agusta Simny
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush

I used Mental Ray as the rendering engine. To light the scene I used just one skylight and 5 other Max standard lights (4 omni and 1 target spot light). You can see my settings in Fig.08.

268_tid_fig08.jpg
Fig. 08

I usually keep my render settings simple, so for this scene I only enabled Final Gather in the indirect illumination tab. I also used HDRI maps for extra light in the scene. Once happy, I simply hit render … But then a problem occurred: I didn't have enough memory to render the whole scene. To be able to do this I had to decrease the size of the textures using bitmap proxy. Usually reducing the texture size is not a good option if you have close-up shots, but for this scene, since the camera wasn't going to be too close to the character, the textures would still hold up for the render (Fig.09).

268_tid_fig09.jpg
Fig. 09

The whole scene was rendered in 3 passes, which was the raw render, the ambient occlusion pass, and the ZDepth pass (Fig.10).

268_tid_fig10.jpg
Fig. 10

I composited the passes in Photoshop, and also re-painted the hair and added some more details and effects. Here is my final image of Odin in his throne room (Fig.11a – d).

268_tid_fig11a.jpg
Fig.11a

268_tid_fig11b.jpg
Fig.11b


268_tid_fig11c.jpg
Fig.11c

268_tid_fig11d.jpg
Fig.11d


 
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