Since the birth of Quixel and Substance, the production and editing of materials has begun to change in the process. Material Production Instead of using the traditional way of drawing textures, I used nodes instead of the process of editing textures in flat software. In the white mold stage, the basic light and darkness of the light is created. There is basically no suspense in the light, the main light, the backlight, the top light, the side light, the fill light, basically all used again. Really liked this bright light, so the lights of the Sunstar Pleiades did not use the strong contrast of light and dark to render the atmosphere, mainly to let the luminous flux is very sufficient, so that the dark part has enough light to create a bright, fresh feeling. He watched Moana and was impressed by the bright light and shadows inside. You can create a lot of Blender's window, so using dual screen operation will bring a very good efficiency. Quickly built the bones, because it is not an animation, so do not consider IK, as long as there are bones to pose, it is an animation, mainly to facilitate the model image adjustment, you can quickly return to the original position. Blender's Hair&Fur is very good and can be easily converted to a Polygon line segment for export to 3ds Max.Īfter importing these guides into 3ds Max, he used 3ds Max's own hair system, Hair&Fur, to complete the hair generation.
![vray softimage materials vray softimage materials](https://3dmdb.com/previews/942562.jpg)
The hair between the eyebrows and the feathers on the body are obtained by combing the particle hair system of Blender. The clothes and feathers are the same, first make the foundation, then rig, get the basic shape, remove the rig, use the engraving to complete the details of the fabric. This modifier can be regarded as a simplified version of ZBrush's Decimation Master, which is very easy to use and is almost exactly the same features as the Decimation Master.įeather production: According to the structure of the bird feathers, do it one by one > Show UV>Rig>Skinning>Tpose>Remove Rig> and adjust to the effect you want. In the figure 2 is the engraving part, and the figure 3 uses Blender's own reducer modifier for the engraved fine mold reduction. The armor does not use the displacement texture, but directly after the low-module of the Blender, it is directly exported into the OBJ format and sent to 3ds Max for rendering.
![vray softimage materials vray softimage materials](https://i.ytimg.com/vi/HC4YKDTWNVY/maxresdefault.jpg)
Setting drafts can be free, but when creating 3D, the collection of materials is a thing must to do!Īll models are done in Blender, using the same process as the current mature process, engraving the embryo model > topology based model > engraving fine model.
#Vray softimage materials software#
Software used: Blender 2.78a, 3ds Max2017, VRay 3.4 He saw VRay's node in Blender, which is much more interesting than in 3ds Max and Maya, so he want to use the V-Ray for Blender to make the work.
![vray softimage materials vray softimage materials](https://docs.chaos.com/download/attachments/5543786/Heat.png)
He also recently learned about the Blender version of VRay. John just wanted to draw a illustration of chicken.
#Vray softimage materials how to#
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