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Making Of 'It's Time for Bullets!'

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Date Added: 9th December 2009
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Shading

The Shell Modifier
Add a Vray  material and add the shell texture to its diffuse map slot. Change the reflect colour to RGB 28, 28, 28. Change the Refl. Glossiness to 0.78 and the subdivs to at least 40. Change the IOR to 4.0.(Fig.30)

211_tid_31.jpg
Fig. 30

For the projectile create a Blend material

Material 1: Add the projectile texture to its diffuse map slot. Change the reflect colour to RGB 26, 26, 26.
Change the Refl. Glossiness to 0.7 and the subdivs to at least 40. Change the IOR to 4.0.

Material 2: Add the projectile texture to its diffuse map slot. Change the reflect colour to RGB 28, 28, 28.Change the Refl. Glossiness to 0.78 and the subdivs to at least 40. Change the IOR to 4.0.

Mask Map: The mask map we created just before the shading.

Lighting

Add 2 Vray lights. Type: planes, white coloured, no decay unchecked and very large compared to the bullet. One with multiplier set to 11 and the second with 9.(Fig.31 & 32)

211_tid_32.jpg
Fig. 31

211_tid_33.jpg
Fig. 32


Rendering

Place many bullets in your scene. Add a Camera and a Vray plane (Create > Geometry > Vray) beneath the bullets. Give it a grey material (RGB 128, 128, 128).

Open the Rendering tab (F10), assign Vray as the renderer and change the following variables: (Fig.33 & 34)

211_tid_34.jpg
Fig. 33

211_tid_35.jpg
Fig. 34

Open the Material Editor. Choose an empty slot and add Vray HDRI map into the diffuse slot. Click on browse and choose the good old Kitchen.hdr (you can download it here: http://www.debevec.org/Probes/kitchen_probe.hdr). Change the map type to Spherical environment and drag Instance into the Reflection/Refraction slot in the Vray: Environment sub-menu.(Fig.35 & 36)

211_tid_36.jpg
Fig. 35

211_tid_37.jpg
Fig. 36

And render!

The final image will be slighty Photoshopped.

211_tid_38.jpg
Final Render

 



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