Apply the material to the body. Copy the material to create the new materials for the shell and eye lid, replacing the bump, specular amount and sss color maps with the ones for each body part.
For the eyes I have opted for a very simple solution: a black reflective material (Fig.60). It is a VrayMtl material, with the diffuse color set to black. Set the Reflect color to white and enable Fresnel reflections. Unlock the Highlight glossiness value by pressing the L button and set the value to 0.85. Apply this to the eyes.
The bottle material also started with a VrayMtl material. Set the diffuse color to black. Set the Reflect and Refract colors to white. Enable Fresnel reflections and set Reflection glossiness to 0.9. Increase the Max depth of the Reflection and Refraction to 8 as there are a lot of inter-reflections in the bottle. Enable Affect shadows and change the fog color to a very light green (RGB:212,231,210). Apply this to the bottle.
Remember that I asked you to merge the original bottle into this scene? Make a copy of the bottle and edit the Spline of the bottle shape, leaving the interior shape to create the volume of the liquid (Fig.61). Lathe again and use a Push modifier to expand the liquid volume just a bit, so that it intersects the walls of the bottle - this will make the refraction work properly. With a slice plane, cut the liquid horizontally and delete the top polygons. Use Cap to close the hole. Then apply an inset to the capping polygons and push the polygons down so that there is a bit of a curve where the liquid meets the bottle walls. Then add a few spheres, with the normals inverted, inside the liquid to create some air bubbles.
For the tequila material, just copy the material we have created for the bottle and change the fog color to RGB:255,208,127. Apply it to the liquid and air bubbles.
To finalize, I have created the bottle label. The material is a simple VrayMtl with the diffuse texture of the label and a Reflection glossiness of 0.65 with Fresnel on.
I have rendered the final image at 4000 x 3000 pixels. In Photoshop I have made some minor color corrections and added some little bubbles to add to the idea that the armadillo is drunk (Fig.62).
I hope you have enjoyed the tutorial. If you wish to download the ArmadilloScale brush created during this tutorial, please visit my website: www.artofjose.com and you can find it in the Goodies section. See you next time!
To see more by Jose Alves da Silva, check out Digital Art Masters: Volume 9
and ZBrush Character Sculpting
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