Material and Render setup:
Back in Maya, I imported an eye Substance texture provided with the Substance library in Maya and started tweaking it. Then I created another Substance node in the "Node Editor", loaded my skin material and customized it in the same way.
I split my graph in SD in order to smartly feed the nine maps, and I created 16 parameters that I can now use in order to dynamically customize my texture without having to go back and forth between Maya and SD if I want to adjust some details.
Pre-visualization stage has come to an end, let's now focus on serious business and start the rendering process using sub-surface scattering, ray-tracing and so on... I began to set up a simplified studio light rig by using two mentalRay Area lights as key and rim lights.
I also created a mentalRay Physical sun & sky that I plugged to an environment shader used with an "mib_blackbody" and a portal light. The environment is only composed of a polysphere with reversed normals and the default Maya Lambert shader assigned to it.
I started to make some test renders in order to see how the light rig interacts with the overall environment, then I moved on to the shading setup for the head model.
The skin material is composed of a "misss_fast_skin_maya" shader in which I plugged the Overall color, Back Scatter, Subdermal, Epidermal and Diffuse textures. Then I plugged the sss shader to an "mia_material_x_passes", in addition to this, the Normal map, Reflection, Gloss, Roughness and Displacement map extracted from Mudbox were also connected to the mia shader.
In order to properly use displacement with mentalRay I needed to select my mesh go to "Window->Rendering Editors->mental ray->Approximation Editor" and add subdivision levels to our head, in this case I chose a value of 3 for the "N Subdivisions" parameter.
I started to do some test renders where I can adjust the shader settings, lights intensity or the substance material. I have also started to create multiple render layers where I isolated the head with only the rim light, key light and so on... It will give me much more control during the compositing stage. I don't really mind the glitches on top of the head because I did not focused on this part of the head in Mudbox, and it will soon be hidden by the hair anyway...
Submitted: 2012-12-26 15:58:12 UTC
Tags: shader, material, substance, texture, texturing, shading, maya, and mudbox
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