Now that all the color part was done, it was time for the specular and glossiness phases. As Mari is non-destructive, all I had to do was copy the entire color channel across, and work on the different treatments to apply to it, which give me the final specular and glossiness render effects.
The final specular and glossiness render effects
One very light bump map and a specular color were used to finalize the process.
Mari's viewpoint is really powerful and allows for real-time control of its maps in a very practical way, which saves a considerable amount of time during this phase.
Mari's real-time map control in action
Now that the texturing aspect was done, it was time to head over to Maya and V-Ray. Before I started, I configured V-Ray. The irradiance map and light cache remained because, in my opinion, they were the best choice in terms of rendering time.
Irradiance map and light cache settings
All that was left then were the gamma and VRayFrameBuffer configurations, before I attacked the lighting aspect, that was.
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