'3D Studio Max'


Making Of 'Getty'

by Jan K. Vollmer
 


The material settings can be seen in Fig.04 05. I made a Fresnel reflection with a value of 3 and a glossiness of .85. The prepared reflection map had a value of 50% and a reflection color of a light grey. I set the bump map to -30 to get a rough look.


getty, centre, jan, k, vollmer, material, editor, floor, texture,
getty, centre, jan, k, vollmer, material, editor, floor, texture,
Fig.04
Fig.05

The leather material for the sofa was also made from one of 3DTotal’s high detailed maps – “Fabric_05x04” from Total Textures V06:R2 – Clean Textures. Here I also added an extra glossy map to give the bump effect a better result and some more contrast to both the bump and reflection maps (Fig.06).

getty, centre, jan, k, vollmer, texture, maps,
Fig.06

The material is set to a reflection amount of .68 to get really soft reflections in some areas (Fig.07).
Here I had a Fresnel reflection with the value of 6, a reflection map of about 20%, the Reflection Glossiness map of about 10% and a bump map of 30% (Fig.08).

getty, centre, jan, k, vollmer, material, editor, leather, texture,
Fig.07
Fig.08

For the sofa I added a box UVW map and adjusted the value to get a small and detailed structure. For the walls of the room I used “Stone19” from Total Textures V02:R2 – Aged & Stressed. I used the diffuse, the bump and the specular/reflection maps (Fig.09).

getty, centre, jan, k, vollmer, texture, maps,
Fig.09

Here I made a reflection color of a darker grey, with a Reflection Glossiness value of .73 (Fig.10).
The specular/reflection maps I used in the reflection, HGlossiness and in RGlossiness slot with values between 10% and 25% (Fig.11). For the bump I used a smaller value of 15%.




Joan_Of_Arc


getty, centre, jan, k, vollmer, material, editor, wall, texture,
getty, centre, jan, k, vollmer, material, editor, wall, texture,
Fig.10
Fig.11

There are also some glass and sliver/chrome materials in the scene, but here I used standard materials, nothing special. I used them for the lamps, and for the window glass.

The lighting setup is very simple but nice. As mentioned earlier, I just used a standard VRay sky map for the light and reflections. No sun was used and I left the skymap at the normal settings. I also adjusted the light with the physical camera (see Fig.02).

After a little adjustment of the UVW mappings, I started the set up the render settings. I used an adaptive subdivision of min 0 and max 2, a VrayLanczos AA filter and a linear workflow (Fig.12).


getty, centre, jan, k, vollmer,render, settings, vray,
getty, centre, jan, k, vollmer,render, settings, vray,
Fig.12
Fig.13

The GI and sampling settings you can see in Fig.13 – 14.


getty, centre, jan, k, vollmer,render, settings, vray,
Fig.14

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