Features | |
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Crash and Burn |
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Spot Focus : Good Stuff |
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Percy jackson and the Olympians |
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Making Of Long Journey |
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The Making Of Salty |
News Headlines | |
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Baby Data |
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Brickyard VFX for Toyota Nascar |
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IT'S ART Archive |
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This Shall Pass Too |
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CG Gallery Awards - Febuary 2010 |
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The Making Of unleashed |
Note : Click a picture to enlarge it, 'Esc', or 'X' key to close the zoomPart 3 : Texturing

Having all those parts in diferent layers, allow me to create the other maps I can need (specular, bump...) very fast, adding a few hue/saturation or brightness/contrast effects on the top layers and being able to turn on and off the layers I don't need for each texture.
I used mental ray to render the scene, so most of the materials were done with the mental ray architectural material. There isn't much to explain about it, most of them had difuse, bump, specular and environment maps, but maybe the skin material is more interesting. The material can be seen in the image. From top to bottom, the maps are the difuse map, subdermal map (a much redish version of the difuse), the specular map and two blue noises to give some randomness to the specular parts. There's also a normal map in the bump channel, but it can't be seen on the image.
Part 4 : Posing, environment and lighting
I did the posing in max, using a biped to move a the low poly version of the body, and using the skin wrap modifier in the high poly objects, so the biped was moving the low poly version, and that low poly version was moving the high poly objects. Once I had the pose I wanted, I just had to tweak the parts that were not looking well, like the shoulders, elbows and so. I did this using a proxy version of the enviroment, a few boxes and planes, just enough to know where would the volumes be, wich also helped me placing the camera.
Once I had the body posed, I did the high poly versions of the environment. Most of it are also planes and boxes (the walls and the wood parts). The only part a bit trickier was the roof. To do it, I modeled and unwrapped one of the tiles, and then I cloned it to create a vertical line, making sure to make the same with the unwrap, having all those pieces in a vertical line, and not all on the same place. Then I duplicated all the tiles, mirrored them and placed them to create one of the lower lines. Once I had that I duplicated all the structure again, enough times to fill all the roof. This way I just had to tweak the unwrap again, placing the unwrapped tiles more or less in the same way they were placed in the 3d scene, but with the previous work I had done I just had to select each of the lines and move them, instead of having to move them one by one. Once all this was done, I used a FFD box modifier to get some randomness on them (lowering some parts and moving a few other up), and I finally moved a few of the tiles individually to finish adding a bit more randomness.
I only used mr spots and omnis to light the scene. There are small bluish sources of light in the outside environment, a bigger whiter source to lit better the character and the strong yellow lights from inside the building. I "cheated" a bit in some parts to get a better lighting. For example, I used two yellow omnis only affecting the character to add more yellow light comming from the back of her, to get a nicer profile and some contrast with the background. Only with the light comming from inside the building that effect could not be done, so I added those 2 lights placed outside the window to win that effect, even if it wasn't phisically correct.
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