Features | |
![]() |
Last Airbender |
![]() |
Grey's Anatomy Promo VFX |
![]() |
Interview with Bobby Chiu |
![]() |
License to dream |
![]() |
Focus : Gears Of War 3 |
News Headlines | |
![]() |
Dragon Age 2 |
![]() |
Bioshock Infinite |
![]() |
Time travellers Comic |
![]() |
Envirometer |
![]() |
Thelma and Louise Remake |
Making Of : Dream by Alex Kashpersky Part 3
Click any pictures to enlarge - Hit 'X' or Close to close the view
At the same time, I proceeded to draw the second, deeper layer. There are many veins, blood and flesh. The result looks terrible, but if you put everything together, you get a very good base for setting renders.

Beyond the method of trial and error, in a few days, I was looking for "perfect skin", there were a lot of variants at this stage, but I only show a few here.

I would like to note that these options may have light (about this later), and project all the maps. Here, I gave preference to the mental ray SSS fast skin shader to make the material on the different models appear slightly different.


Speaking from experience, I want to caution you against blindly copying the settings for shaders. This will not change the results.Every time I tried to copy the settings another artist made, the result was garbage. While I did not begin to understand what the slider is responsible for nor do I know how it relates, maybe with the size bar on the "World" scenes, I do not know. In any case, the scheme is simply to help you understand the general meaning of SSS material.I also want to stop at a bump bar. I lost the file with the exact settings, so I have written the sets from memory with numerical values. This may not be accurate, but the meaning is clear.
Lighting
A lot of time was spent with lighting set up. I needed light sources. I tried to use the sunlamp, but it did not work and I was perplexed. At last, I figured it out. Unscrew the brightness of lamp stands and the area will be much higher, giving me the desired result. So, to achieve something with the look of a beautiful painting, set the multicolored light reflectors. Now all the light reflexes and reflections have adhered to their seats. In total, there are 3 major multicolored light source Area, one subsidiary Omni and 4 large colored reflectors in the scene.


![]()
![]()















