Quo Vadis

I finally found the time to re-learn Mental Ray properly. After having an overview of V-ray, I decided to go back to Mental Ray since it comes with 3Ds Max and I’ll be able to use it at work and at home.

After spending the whole weekend going through PDFs and tons of websites (Jeff Patton is definitely on the top of the list in terms of knowledge) I think  I’m finally starting to understand how to use it.

My biggest problem was finding the right settings for rendering a high res mesh from Zbrush. Applying the displacement map in a Fast Skin Shader mesh, finding the right grey values and being able to plug a bump/normal for pores and other details.

Here are some of the tests I did with the alien creature. Hopefully I’ll have it complete over the next few days. I’m still not happy with the pose and he still needs more details all around to feel more grounded as a character.

Testing the specularity on the SSS skin shader. Aiming for a more wet look than a normal human skin.

A render to test the materials, a first light pass and the displacement maps. Quite happy with the result so far.

 

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