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WW2 pilot

"WW2 pilot" by Michor Lu
I used the mental ray SSS Skin shader for the the face and hand.  The rest are just normal Blinns and Phongs. The fur on the Jacket is just the Hair in XSI.  To get that wooly look, I used a high multi strand count (20).

Tip:  When sculpting details in Zbrush,  make sure your exaggerate things a little more than you have to.  Mental ray tends to render displacements  a bit softer than what you see in Zbrush (especially when you use the SSS shaders).
Lighting, Rendering and Pass setup
For lighting, I just used normal spots with shadow maps.

The Blue light is my rim. The green lights are my bounce and fills. And finally the Red is my Key. Generally I like to experiment so I rendered out a lot of different passes and comp them in XSI.

Most of the passes can be generated from Mental Ray Framebuffers.  This will allow you to render one pass and but output multiple elements.  Some of the above passes where created using the Store in Channel node.

By making use of the ShareColor and the StoreInChannel nodes in the rendertree, you can render a lot of passes in one go.  The only thing pass I chose not to split passes up was the skin (head).  The SSS shader has a lot of things going on and to split all of it up would be insane.

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One comment

  1. Cledenir Lopes de Souza /

    Fantastic

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