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Making Of 'Lost Trinity'

By Brian Recktenwald
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Date Added: 16th June 2009
Software used:
3ds Max, Photoshop, ZBrush

Below is a rendering of the light setup shown with a simple grey diffuse material (no normal maps) applied to all the geometry.

562_tid_image22.jpg
Here's an ambient occlusion pass using the occlusion mental ray shader with a max distance set of 4 so the whole cave wouldn't be in darkness and would really capture those contact shadows (rendered using mental ray).

562_tid_image23.jpg

For every pass other than Ambient Occlusion, I rendered using Brazil. Here's what my settings were for most of the passes:

562_tid_image24.jpg




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Readers Comments (Newest on Top)
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(ID: 123835, pid: 0) Delikedi on Sat, 09 June 2012 12:46pm
Subarashi... mother of god. how did you do that man? Can I import like this scene(map) to UDK ?
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