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Textures
Some textures like the belt one were done by playing around in photoshop with some photgraphs downloaded from internet. The look that i wanted to get in the leather belt was very difficult to find, so i used some stone cracks and mixed them with some leather textures.
Materials
The render was done with vray 1.5 RC5 and i used its materials. Metal, transparent, fabric and plastic were the kind of materials that i used.
The metal material was done with a very dark diffuse and some reflection. Its glossines value was very useful to make it more realistic blurring its reflecions, an amout of 12 in the subdivision value was enought to make it not too much noisy. I set fresnel reflection and some anisotropy.
The transparent material was done with a light color, reflection with fresnel, and a lot of refraction with a bluish fog color.
The fabric materials have a fallof diffuse with Perpendicular/Parallel type, it's a fallof from the normal diffuse texture to a lighter one, i used the same but with a higher output amount.
The plastic materials has some reflections and a suitable glossines amount.
The metal material was done with a very dark diffuse and some reflection. Its glossines value was very useful to make it more realistic blurring its reflecions, an amout of 12 in the subdivision value was enought to make it not too much noisy. I set fresnel reflection and some anisotropy.
The transparent material was done with a light color, reflection with fresnel, and a lot of refraction with a bluish fog color.
The fabric materials have a fallof diffuse with Perpendicular/Parallel type, it's a fallof from the normal diffuse texture to a lighter one, i used the same but with a higher output amount.
The plastic materials has some reflections and a suitable glossines amount.
Lighting
When making lighting for this scene i thought about contrast in the lights color, it's a good way to make a rich scene, like sunsets, where the orange color of the sun makes contrast with the bluish light bounced by the sky. It was not supossed to be an exterior render, but the principle of contrast was almost the same. I created a studio setup, starting by the main vray Light, i choose the warm color for this one, a good subdivision amount for this was useful (16). Then two vray lights at the oposite side of the scene with a cold color and a small multiplier. The background was a bended plane.
Rendering
This GI setup was made thinking about the kind of the scene. An Irradiance map for primay bounces to make a good result without not too much rendering time, and Quasi - monte carlo (brute force in recent vray versions) for secundary bounces, a good calculation method in secondary bounces for this studio scene wasn't too expensive because there isn't too much light bounces like interior scenes. I used a bluish color for the GI environment and a hdr image in Relection/refraction environment, i choose this hdri making testing with several images until i find the most suitable. The lights reflection in the metal were too jagged even with a good Antialiasing setup, a good way to fix this was turning on the Sub-pixel mapping and Clamp output checkboxes in the Color mapping rollout.
This was the result:
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