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Making of The Lighthouse

References

So I found this lighthouse. It is a weather control station in Kiel, Germany. I was glad to find a lot of references. Since I could find a lot of references, I tried to put as many things in my scene, as there are in real.
While I checked the references, I noticed that they show the lighthouse during different states. Sometimes it was very dirty and sometimes it looked freshly painted. There are although differences concerning the water level because of ebb and tide so that I had to decide which state i want to show.
After all I tried to do a mixture from all states.





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Vray Realistic Caustic Effect in 3D Studio Max

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Vray Realistic Caustic Effect in 3D Studio Max

Caustic effects produced when light rays reflected or refracted by the object surfaces. When the light rays are transporting from refractive surfaces to diffuse surfaces will strictly follow physical rules and cause light rays converging in one spot or diverging. In this 3D Studio Max Tutorial I want to discuss about refractive caustic effect in Vray. Creating a right material for object and setting the light is very important to show caustic effect.

Final Result Preview


Part 1: Create Glass Material

Step 1:

Open Render Setting dialog. In Assign Renderer rollout click on Production button and choose Vray from list. Here the version of Vray is not important.

Step 2:

Open Material Editor. Click on Get Material button and double click on VRayMtl in Material/Map browser. Change the name of this material to Glass_ref.

Step 3:

Change the parameters of Glass_ref material:

  • Reflect color = White (R=255 , G=255 , B=255)
  • Fresnel reflections = On
  • Reflection Subdivs = 10
  • Reflection Max Depth = 12
  • Refract color = White (R=255 , G=255 , B=255)
  • IOR = 1.55
  • Refraction Subdivs = 10
  • Refraction Max Depth = 12
  • Fog Color = Light Gray (R=240 , G=240 , B=240)
  • Fog Multiplier = 0.5

Finally in Options rollout check Reflect on back side

As this material is fully transparent we do not need to change Diffuse color however even if you change it, it will not have any affect in final renders. Fresnel option is check to Fresnel Physic law and let it simulate reflection naturally. if you do not check Fresnel option, then you need to change your Reflect color to a very light gray.

Max depth by default is set to 5 for both reflection and refraction. This number determines how many times the light ray can be reflected or refracted. I have sliced my glass vertically to show you how Max depth works. As you can see a ray is reflecting four times because glass object has four layers.

If Max depth be less than 4, then our final result will be very opaque. So to determine Max depth always need to see our scene reflective and refractive surfaces. For this model I chose 12 because later I want to have caustic effect which will take more energy of light. In the below picture I render Glass object once with Max depth of 12 and another time I changed it to 5. You can obviously see how glass object lost detail with Max depth of 3. Pay attention to the rendering time that it didn’t increase much.

I didn’t want to change the Glass color but I wanted to make attenuation of light as it passes through the object. So I give Fog Color a very light gray to let thicker areas become darker than thinner areas.

Under Fog color, you have Fog Multiplier. This field will let you to control the strength of the Fog color. Smaller values reduce the effect of the fog color; let more lights pass through and making the material more transparent. Larger values increase this effect and making the material more opaque. In below picture I have show you the final result with different Fog multiplier values.

Because my object has transparent material and I want it cast transparent shadow, I need to turn On Affect Shadows option. This option only works with V-Ray shadows and lights.

But in my tutorial I didn’t turn Affect shadows option On. The reason is because later I want to apply caustic effect. In Vray when you Turn on caustic effect, Affect shadows will automatically turn off. In fact Affect shadows is just a fake caustic effect.

The last option that I active it is Reflect on back side. When this option is On, reflection for back faces of object also will calculate. This affect includes internal reflections too. in Below picture I have shown the difference in result when Reflect on back is On and Off. as you can see when this option is On, increase the realism but also it take longer time for rendering.

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Making of The Cow Girl

Samar vijay

I started the cowgirl with a simple base mesh (provided by Marshu Mishu AKA FX81) did some minor mesh changes on it to reduce pinches is some areas.

When I was done with that I took the base mesh to zbrush and started sculpting the female body. Once I was done with a decent sculpt which I thought was ready to pose, using zbrush transpose tools I posed the body and gave some final touches to the sculpt acc. to the pose. I mainly focused on the curves of her body to make her look hot and sexy.
These are the shots of the workflow.

Samar Vijay - Making of Cow Girl

Samar Vijay - Making of Cow Girl

Samar Vijay - Making of Cow Girl
Before I started the sculpt on the head I split it into diff. subtool so as to make things easier and faster to sculpt on.
Once I was done with the head I took a cube and started to sculpt hairs on it as I wanted to try hair scultping in Zbrush.and using subtool master I mirrored and merged the hairs into a single subtool and tweaked it to fit them on her head. Here is the process.

Samar Vijay - Making of Cow Girl
After finishing the head and the body, I started to focus on the cloth and leathers she would be wearing. what I did was I took the mid res posed body into max, and made simple base meshes on the areas I need the cloth and leathers, then I imported all those meshes in zbrush and started sculpting them individually as it gave me more freedom to switch on higher sub-div levels.

Samar Vijay - Making of Cow Girl
when I was done with the clothing and leathers, I started doing the hard surface accessories and stuff like that in 3dsmax by importing the midres meshes from zbrush and simply making poly surface on the midres meshes
Using polyboost tools .After that it was time to make the guns… which I always hate the most: P. but I made them…
Here are some caps of that process.

Samar Vijay - Making of Cow Girl

Samar Vijay - Making of Cow Girl

Samar Vijay - Making of Cow Girl

Samar Vijay - Making of Cow Girl
Finally I merged everything together and it was great that zbrush was able to handle so many subtools with high subdiv levels.
For the final touch I used transpose masted to make some final tweaks
To the model to get everything fit nicely. Hence this was the final result.

Samar Vijay - Making of Cow Girl

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Detail face modeling

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