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Making of 'Golden Moment'

By Ricky Linton
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Date Added: 9th December 2009
Software used:
3ds Max, ZBrush

Shader

I tweaked the shader during the texturing process. I used a general shader, like blinn, anisotropic, Oren-Nayar-Blinn, etc. to determine the characteristics for each material.

507_tid_shader_sample.jpg
Fig. 07

Lighting and Rendering

For the lighting process I used standard lights, like directional, spotlight and omni. I prefer using manual lighting techniques (no GI) in order to speed up the rendering times! For rendering, this scene was actually defined into several layers and each layer had its own lighting setup. The rendering itself was done in several passes, such as a diffuse pass, ambient occlusion pass, lighting pass, shadow pass, specular pass, selection pass, zdepth, masking pass and normal pass. By doing this, it saved a lot of time when I needed to re-render for some passes, but we don't need to render all of the passes again.

507_tid_render_passes.jpg
Fig. 08


Compositing

When rendering is done, I combine all passes in Fusion, working layer by layer and also doing colour correction, adding glow, sharpen, garbage mask, etc. By working this way, it is easier for me to do tweaking for each layer to achieve the look that I want.

And this section ends my explanation about this project. You can contact me via my email for further details if you're interested. Thanks for reading and hopefully it will help you in your own projects!

507_tid_Golden-Moment-edit1-.jpg
Fig. 09

This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link
507_tid_texture_680x300add.jpg



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Readers Comments (Newest on Top)
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(ID: 84677, pid: 0) Raimen Lorenzo on Tue, 07 February 2012 1:49am
ooooo mg, that's not conceivable, realy great..
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