Animation Update
I took a lot of feedback and felt it really helped push the animation closer to where I wanted it. Spent a few minutes on lighting and gave it a render. Total time, 2 days.
the artist behind the rays
After we finished up the cut scenes on Blitz, I started to work on the European box art for the game. Here is the finished product with the fancy logos and PS3 branding, and here is an early test render i did. This is all done with the in game character and in game textures has well. No fancy high res models, and Final Gather lighting. Had only a few hours to finish it so I used a simple 4 light setup with Maya's default renderer. In the end i had a 2k image that could render out in less then 30 seconds. Good ol' lighting fundamentals and concepts can bring an image a long way =)
Floze has produced some incredible tutorials covering the Mia material and lighting with the new daylight system for mental ray.
Labels: mental ray lighting floze
I've been thinking about a shader for a long time now and finally sat down to flesh it out. The idea goes like this. The SSS (subsurface scattering) shader in mental ray is very powerful and provides fantastic scattering effects. Mental ray also has a very powerful all encompassing material has well called the Mia_Material. This is great for real world application because it can mimic practically any surface and has a lot of control. The thing is that is isn't good at SSS. So i wanted to combined the two so i could have even more control with the SSS shader for things like Fresnel reflections and a overall more accurate surface.