'3D Studio Max'


Making of 'The Princess'

by Marcos Nicacio
 


Texture & Shader :



Texturing for me is one of the most technical parts of creating an image. I started by texturing the hair and for this I created a color and bump map (Fig.07). I adjusted the UVW mapping according to each hair part, and with the shader I wanted to give a reflection that suggested she was using too much hair spray.


Marcos, Nicacio, princess, texturing, hair,
Fig.07

For her face I created a color map only and worked with a shader with low specular to look like skin (Fig.08).


Marcos, Nicacio, princess, texturing, face, uv, map,
Fig.08



Swordmaster


The body texture was a Blend material with two V-Ray materials and one mask. The V-Ray materials have the same maps, color and bump, with different bump and reflection levels for the gold and opaque parts. The mask was for the gold floral parts, which I wanted to give more highlights to.

The arm textures I applied in another material ID using the same shader I’d used for the face (Fig.09).


Marcos, Nicacio, princess, texture, uv, maps,
Fig.09

Lighting & Rendering :



I used two V-Rray lights to light the scene (Fig.10).Both lights had 32 subdivision sampling to cast soft and clean shadows. The front light was stronger than the back one to give a highlight to her face and I also left the environment very dark (Fig.11) because I wanted to give a dark mood to the scene, to match her expression and secret smile.


Marcos, Nicacio, princess, lighting, setup, rig,
Fig.10

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