I've been trying quite a bit to try and make my creaky Max5 do the kind of reflective latex that Bianca Beauchamp is shown wearing here.
So far, I've only been able to get this, which I'm not really happy with. I'm trying to get the gray reflection surfaces you see in the photos above.
I'm going to render the final and Bake to Texture, to get a texture map for a realtime model. Any suggestions for environments, refmaps, Material settings, and lighting setups are welcome.
Thanks!
Replies
With the right normal map, and cube map, writing a reflection shader is relatively easy, and will look similar enough to those models.
EDIT: The eye shader on my website would be somewhat similar to what you want to achieve with reflections. Because the reflectivity of the surface, the specular should look raytraced, so a regular normal-specular shader with cubemap won't really work well.
EDIT2: I think this is a cool idea for a shader (latex), let me see what I can come up with.
Put another small plane or 2 out well in front of the model in positions for the lights, which are "soft boxes". Make these materials white with 100% self illumination.
Last but not least, set up a plane behind the model, give it a white to medium gray diffuse and link the self illumination to a gradient from white at the base to black or dark gray at the top. That will give you a similar faked light setup as to what is in the photos, and again, it will look a bit strange once it is in motion in a game engine.
Black leather you can get away with since its rather diffused anyway, but shiny black PVC would work much better with a realtime cubemap.
Vailias: That's the kind of suggestion I needed, thanks. I'll be trying that out and posting the results.
Professor420: *laughs despite myself* The high-poly and normal-mapping? Sorry, I wish I, or this project, were that sophisticated, but no. The model you see above is the one I'm using, although probably with some more smoothing and some simple surface details added, like seams.
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Since you are wanting to bake your reflections into the diffuse itself, consider your reflections colours a little.