160)
Central base cylinder:
Material type: Standard
Shader: Anisotropic
Difuse color: Value 82
Specular Level: 78
Glossiness: 10
Anisotropy: 85
161)
Chrome cylinder:
Choose a new slot and apply a Bitmap
Map at the Reflection Channel. In this
tutorial I've used the HONGKONG.JPG
(you can fine it at 3dsmax\maps\Backgrounds).
Change the mapping type to Cylindrical
Evironment and reduce the map influence
to 60.
162)
Metal parts:
Material type: Standard
Shader: Blinn
Difuse color: Value 25
Specular Level: 157
Glossiness: 19
163)
Screws:
Material type: Standard
Shader: Strauss
Difuse color: Value 119
Glossiness: 82
Metalness: 21
164)
Covers:
Material type: Standard
Shader: Blinn
Difuse color: Value 69
Specular Level: 14
Glossiness: 0
165)
Borders:
Material type: Standard
Shader: Blinn
Difuse color: Value 30
Specular Level: 159
Glossiness: 41
166)
Seat:
Material type: Standard
Shader: Blinn
Difuse color: Apply a Falloff map
to this channel and change the first
color to R: 0; G: 74; B: 5; and the
second R: 133; G: 190; B: 137;
Specular Level: 159
Glossiness: 41
Little
gif for reference:
167)
Change de background of your scene
to this color: R=82; G=104; B=131
168) If you render, you will have something
like this:
Step
09 - Lighting.
169)
We are going to make a very simple light setup
with the Light tracer. First off all create
a floor.
170)
After this, create a Target Spot from Top
Viewport.
171)
Move it in the Z axis lifting it up.
172)
For this light use this configurations: turn
Shadows on with Area Shadows type. Use a Multiplier
of 0,6. Raise the Hotspot/Beam to 85,0.
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173)
Next step is create a Omni in this position
with a Multiplier of 0,3 casting NO shadows.
174)
Create then a Skylight (anywhere) with a Multiplier
of 0,45.
175)
Open Light Tracer panel and change Rays/Sample
to 200, Filter Size to 1 and Cone Angle to
something near to 42.
176)
When you render, you'll have something like
this. Great :)
Hope
you guys enjoyed this tutorial. Sorry if you
find any English errors, this isn't my native
language. Bye!