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Back to Max


Finally, we head into the home stretch. I re-imported my mesh; only this time I imported a much higher poly version. This allowed me not to use a displacement map and rely on the 3 texture maps (diffuse, normals and spec).

I figured Max would run if I kept my mesh under a million triangles. However, each part needed an optimized modifier to keep the viewport from lagging (the optimizer was set to 10 for viewport and 0 for render).The hi-resolution was kept below 1 million polys.

Lighting


A very simple light set up was used. I wanted a back lit character, so two spots were placed with a skylight for fill. I used the advanced light setting for the skylight with 2 bounces and 400 Rays/sample. I also changed the render settings to use the Catmull-Rom Filter with Hammersley Enabled Global Supersampler. This gave crisp anti-aliased details. A separate fall-off pass and occlusion pass were also rendered.



The 3 renders from Max: Regular, Fall-Off and Occlusion





Composition

After the 3Ds Max renders were completed, I opened them in Photoshop. The three renders were then composited together. I reused the falloff in a couple of filtered layers (color dodge and soft light) at different opacities to help Batman to “pop” more. The occlusion render was then delicately used to help give him more mass and weight. Since it is a single image, I was able to paint over certain parts that needed a little more attention. For example, the shoulder rip needed to be more visible, so I made the tear a little brighter and cleaner. The brightness/contrast and photo filter were used at the end to give the image a little more value.

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