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Making Of XVLTR by Daniel Arnold-Mist

These were then combined with the other sections (tubes/extra geometry) to create the final character (Figures 9 and 10)
Figure 9
XVLTR - Final Illustration
Figure 10
In order to rig the character, I made a basic rig and rather than smooth bind the sections to the skeleton, I parented them (edit>parent) to the joints so I could pose the character without the hassle of weighting.

Part 2: Lighting and materials

For lighting and rendering I exported the scene to 3D Studio Max for render in Vray. I used the basic “Three point lighting” technique. This includes a main light source, a fill light and a back light. The back light is very important as it makes the desired object “stand out” more, this light has a high value, making all that is lit by the light almost white (figure 11 and 12 -> Next Page)

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