Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3 | 4
Making Of 'Say Cheese'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 4.92 out of 5 after 13 Votes)
| Comments 2
Date Added: 22nd April 2009
Software used:
I used ZBrush for the fish and tile texturing; in particular I used the ZAppLink plug-in for easy texturing, which can be interlinked with Photoshop and ZBrush (and vice versa) (Fig.12b).

Fig: 12b

I made specular, reflection, and all three skin layer maps from ZBrush for the MR SSS shader in Maya. I noticed how glossy fish skin is, so I needed to make a glossy map to represent this. The SSS shader's specular attribute had quite detailed options in order to generate the skin as realistically as possible (Fig.13a & Fig.13b).

Fig: 13a

Fig: 13b

Lighting & Rendering

I used Mental Ray and Maya procedural shaders for the whole scene, which gave me very nice results. I used a basic three light setup - photonic key, fill and rim light. I used a key photonic light for the whole layout and the other two lights were just linked to the fish because of the back scatter effect.

I used GI photons for better results in the scene. Because of Mental Ray's dielectric shader and DGS refracted and reflection values, I also used the caustics photons. I was excited by the double-bounced shadow layer when light reflected through the main photonic Light - it gave me the real water shadow effect that I had desired (Fig.14).

Fig: 14

I made a proxy/dummy box under the water level to the floor with refracted glass and assigned a transparent shader to it. This was just for the refracted effect. Overall, I tried to make the lighting setup formal and simple, but in some areas that was a little tricky.

I faced a challenge when rendering the occlusion pass, especially where refraction appears in the underwater portion. A simple solution was to manually assign overrides in each light property and shader (Fig.15); i.e. in the occlusion pass, I made an AO shader - the proxy box had the same refracted shader, but I assigned an AO shader to all other objects apart from "proxy box". 

Fig: 15

< previous page continued on next page >

1 | 2 | 3 | 4
Related Tutorials

Creating a Realistic Water Splash in 3ds Max & V-Ray

by Meedo
published on 2012-06-18

Keywords: water, splash, realistic,

rating star fullrating star fullrating star fullrating star fullrating star half (35)
Comments 10 Views 119502

Mental Ray Water Surface

by Bimendra Bandara
published on 2009-12-09

Keywords: water, surface, mental, ray,

rating star fullrating star fullrating star fullrating star fullrating star none (11)
Comments 1 Views 72789

Making Of 'Venetian Afternoon'

by Tim Jones
published on 2009-12-09

Keywords: scene, canal, bridge, water, venice,

rating star fullrating star fullrating star fullrating star halfrating star none (5)
Comments 0 Views 24866

Craft dynamic landscapes in Vue

by Dmitriy Eremenkov
published on 2015-03-20

Keywords: Vue, landscape, tornado, water, 3ds Max,

rating star fullrating star fullrating star fullrating star fullrating star full (20)
Comments 1 Views 39307
Readers Comments (Newest on Top)
Boxek on Thu, 30 December 2010 11:36pm
The best making of i've read in 3DTotal =), thanks for sharing.
Cnu on Tue, 21 December 2010 9:40pm
That was a nice making of.....Thanks for sharing.
Add Your Comment..