Wednesday, January 23, 2013

Fruit Bowl CG Lighting, Texturing, and Compositing using 3ds Max and Nuke

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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