Getting to know the basics Vray materials and how these react to the light and effects such VrayFog.
Now I am using cartoon styled maps that I created from Zbrush sculpts.The same sculpted models had been decimated and used as LOWish polig assets to build the background. The materials applied are composed by Diffuse/Normal/Glossiness/Heightmap/DirtMap.
The scene has been rendered using irradiance for the primary and lightmap for secondary bounce, in low/medium settings. Still testing to get rid of the grain without get into long rendering times.
The render posted here is pretty raw, just a quick pass in photoshop for levels/colors and sharpening. Click in the image to view the hi-res version.
Next, Fast SSS for the skin, posing the model, add some more props and render with displacement.
Messing around with VRay in 3dmax, rendering an old scene that have been sitting ducks forever in my hard drive. Click in the image to view hi-res version.
ATM just plain standard 3dmax material, some arch and design and some difuse. One Vray sun, one spot target and one omni.
Next step VRay materials, trying to get a similar look of what I got from Maya+mentalRay.
These are the latest test from the now revamped character “Brujita”, shaded and rigged, ready to be dropped at the room.