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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Designing a fantasy character<br />

Painting hard surfaces: For hardsurface<br />

texturing I use ‘Mask by cavity’<br />

21<br />

the same way, but in addition to that I use two<br />

extra brushes. I use the TrimDynamic brush with<br />

RGB turned on, which constrains the painting at<br />

the edges only. With this we can get a torn edge<br />

effect. I also use the Pen A brush, which helps to<br />

create lines from thin to thick, and is good for<br />

scratch effects.<br />

Color maps: Later on I’ll use these maps<br />

22 as masks for creating layered shaders.<br />

Pictured, you can see the color maps for the body.<br />

For the specular map, I combine the desaturated<br />

color map with the displacement map, then paint<br />

and adjust a few areas in Photoshop.<br />

Area lights: For the lighting setup, I<br />

23 use four area lights. All the area lights’<br />

attenuation is on, and the sampling quality is<br />

increased for a quality render. One environment<br />

light uses an HDR image (the yellow box).<br />

Further shader setup: I double-click<br />

24 the mantraSurface shader that I created<br />

for displacement and open up the inside network<br />

section. I follow the same workflow here for the<br />

UDIM that I followed for displacement, but this<br />

time I connect the ‘add’ node to the surface<br />

model’s ‘sss_clr’.<br />

Further test renders: These are a few<br />

25 settings I use for the mantraSurface<br />

shader to create skin for the body. Pictured are<br />

a skin shader test rendered with the color and<br />

Texture painting for hard-surface accessories<br />

The model’s map so far<br />

A simple area light setup for the model<br />

More mantraSurface shader setup<br />

<strong>3D</strong>CREATIVEMAG.COM

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