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434_tid_Fig11.jpg
Fig. 11

Max

Having imported the object, I set the figure in the desired pose, using the biped bones. The shirt of our figure remains to be modelled. It is created from the figure mesh, by copying appropriate polygons and modelling the collar. We map and set the shader. I copy the 'skin' modifier for the shirt, dragging it from the stack straight onto the object. In order to generate the hair, I copied several polygons from which the hair was to grow. In the 'properties' panel I switch off the 'renderable' option and the object becomes invisible during the rendering. Now only the lights and rendering remain to be set. I used three 'vray' lights and to gain better control over the picture, I split it into several elements while rendering ('diffuse', 'specular', 'colour', etc.). These layers will be used to create the composition in Photoshop (Fig.12-16).

434_tid_Fig12.jpg
Fig. 12

434_tid_Fig13.jpg
Fig. 13


434_tid_Fig14.jpg
Fig. 14

434_tid_Fig15.jpg
Fig. 15





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