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The UVs and material samples can be seen in Fig.11.

1620_tid_fig11.jpg
Fig. 11

The wood material was fairly simple regarding the shader tree, but with the metal material I had to work a little bit more until I got the result I wanted. I added contrast to the displacement maps from ZBrush and used them as masks to get a cool variation of the different metal shaders (Fig.12).

1620_tid_fig12.jpg
Fig. 12

Render and Post-Production

The render settings were very basic (Fig.13). The final render was at 7000 x 5000 pixels. We usually use high resolutions because the final delivered product must fit on a wide range of print sizes.

1620_tid_fig13.jpg
Fig.13


Post-production was done in Photoshop, where the characters were even better integrated into the ambient and it was mainly about color correction (Fig.14).

1620_tid_fig14.jpg
Fig.14

Conclusion

It was fun working on this project and it was a good opportunity to exercise shaders and integrate photography. If you have questions or suggestions just email me at: [email protected]



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