Towards the end of the modeling process I started to think of my final illustration. The last few projects I've done, I've taken them straight from Zbrush to Keyshot to render passes, and finish up with a paintover in Photoshop. This process has been popular for a number of years now and can be quite liberating in…
Alpha map technique sound promising. Do it. If were going after this in 3ds max/vray, id create two shaders. One for the new/clean texture and the other for the grimey/dirty texture. Feed those into a vray blend material, add dirt map (play with radius amount and for same object only) to the blend amount slot and attach…
For models and textures, sure, for a lot of other stuff - not so much. And it's the other stuff beyond base modeling tools that mean Maya and co are still the de facto standard. One thing to consider in all this is that production is so, so much more than just modeling. If anything, modeling's the least critical part of…
Thank you Gazu and Pain. The 'gasstation' images were rendered with Vray. There's just a simple dome light in the scene. It's a simple AmbientOcclusion / GI Look.
Skin shader lookdev stage. Very simple setup, no sss layers, even no gloss/rough, only the bump map and one color texture. Actually i want to make it both - in cinematic and real time format. I think i can share about 90% of my assets between them. Here is the Al sss shader rendered in vray. For realtime ill take sweet…
Think I'm about done with the high poly for this guy. I'll be using Mari and Vray for the texturing & rendering, but I need to teach myself how to use them first, so that should be...fun. Hopefully by the end I'll have something that looks close to a cinematic character. All feedback is welcome. Cheers!
he's looking for max stuff. edit: hairfarm + vray for max seems to be the way to go. but i'm over in maya so its second hand advice. as for physics... thats a heavy wish list :) any sort of physics you see is generally a tedious and time consuming process and its done in layers and caches. there is no easy hair physics…