I was given the models and then set up the camera angle, lighting, and staging in 3ds Max. For the textures I unwrapped the fruit and painted bitmaps in Mari, and then loaded the maps back into 3ds Max into a Sub-Surface Scattering shader for all the fruit. For the plate I used bitmaps plugged into an Arch and Design shader. These are all my lighting, reflection, and z depth passes rendered out of 3ds Max.
Key Light Pass (no reflections)
Fill Light Pass (no reflections)
Fill Light 2 Pass (no reflections)
Environmental Light Pass (no reflections)
All Reflections Pass
Z Depth Pass
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