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Project Overview: Holdeen's Max

By Gilberto Magno
Web: Open Site
| Your Rating:
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(52 Votes)
| 144256 Views
| 2 Comments
| Comments 2
Date Added: 20th August 2013
Software used:

Shader, Illumination and Render

With all the textures ready, I used a default Maya Blinn shader to test my stuff. To get the shader to look metallic, I set Eccentricity to 0.200 and Specular Roll Off to 2.000.

1775_tid_fig18.jpg

To get the lighting similar to the concept, I used a spot light as the main light at the same angle as the lighting in the concept. I used two area lights for light trimming, one as a back light and another as a rim light.

And as I did not want to use any of the mental ray shaders, I scattered some point lights to generate a specular gloss on the surface of the model, causing the idea of reflection.

1775_tid_fig19.jpg

For the presentation render, I used mental ray. I have not used an advanced setup in mental ray; I just used Final Gather to help bounce light. I did a specular render pass to make a fake bloom effect in Photoshop.

1775_tid_fig20.jpg

1775_tid_fig21.jpg

1775_tid_fig22.jpg

1775_tid_fig23.jpg





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Readers Comments (Newest on Top)
avatar
Wyrdalos on Mon, 29 June 2015 11:33am
Amazing job dude Can i see what kind of pattern you used for the arm please? =)
avatar
Sound_Priest on Tue, 11 March 2014 12:31pm
Amazing ;)
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