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Say cheese!!

"Say cheese!!" by Vaibhav Shah
Texturing and shading is one of the important stages through out whole artwork look and feel depended. I assumed major objects would be shaded with procedural shaders. So, I used very basic single switch node for gravels and I’d used little scripts for randomization.
For pipes, I was so inspired from old copper and mossy effect.
I made two different shaders for surface bubbles and water bubbles. So, I used different MR dielectric and DGS materials for bubbles. I found problem at water droplets on tiles were highly intensive glow because of key photonic light was linked to it.


I used zbrush for fish and tiles texturing, especially I’d used ZApp-link plug-in for easy texturing, which can be interlinked with Photoshop and zbrush visa versa. Great package from ZBrush!!
I made specular, reflection, all three skin layer maps from ZBrush for MR SSS shader in Maya. I’d noticed shiny glossiness in fish skin, so I need to make glossy map which was really effective enough. Even SSS shader’s specular attribute has quite detailed options to generate nearly real skin.


I’d used basic 3 lights setup (photonic key, fill and rim light). I’d used key photonic light for whole Layout and other 2 lights were linked just for fish individually.
I’d used GI photons for better result to the scene. Because of mental ray’s dielectric shader and DGS refracted and reflection values, I had used caustics photons also. I was exited with double bounced shadow layer when light reflected through main photonic Light. It gave me real water shadow effect.

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One comment

  1. gr8 work….thanks for sharing….

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