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Making of Cheese Platter by Hau Ming (Jamie) Li, USA ![]() For the strawberry leaves, I used Polygon planes and the append tool. I shaped it with a lattice, and then UV mapped it. ![]() For the bowl, I used a NURBS CV curve, revolved it, and then used the rebuild command on the surface.
For the crackers, I modeled it in Polygons and extruded. I modeled only one side, not two because you are not going to see it. ![]() For the cheese cubes, I basically modeled one good one in Polygon with rounded edges, and UV mapped it. Then I duplicated and shaped them with a lattice individually to make them look less uniform and less perfect. Then when I placed them, I rotate each cube so the camera can see one side of the textures. This will save you time instead of modeling, uv mapping and texturing them individually. ![]() For the blue cheese, I used a Polygon cube, shaped it, and then extracted the Polygons to separate the skin and the cheese. I duplicated the skin to make the wrapper. I deleted the Polygons at the back of the cheese skin because you are not going to see it. I used a lattice to bend and shape the wrapper. ![]() For the almonds, I used a NURBS sphere, converted it to polygons, reversed normals, and UV mapped it. ![]() For the Brie cheese, I used NURBS CV curves, which I lofted, and then shaped them by pulling the vertices. I converted the surfaces to Polygons and UV mapped them. ![]() Subsurface Scattering For an organic character, the conversion scale will generally remain small. However, the fruits and cheese have translucencies which are a lot higher. Therefore, there will be more noise to balance out, which means higher values for the scale conversion. ![]() However, there is more than one way to balance the noise without having such insane numbers for the scale conversion. You can play with the numbers of the samples of the lightmap in addition to the minimal numbers of the scale conversion. The reason why I said it is important to check your normals earlier, was because NURBS have a tendency to have normals facing inwards. If the normals are facing in, light cannot scatter throughout the object and you would not be able to see the real details of the texture maps. Notice in the left picture below, the cheese cube looks dry and you can barely see the textures, even with a specular map, versus the picture below, in which the cheese cube looks more detailed, wet and translucent. ![]() For all the cheeses and strawberries, I used the Maya’s Skin Shader instead of the simple fast shader because of the control for the specularity and reflectivity attributes. Overall is a tint. Diffuse and Epidermal attributes multiply each other. Subdermal and Back Scatter attributes are where you control how translucent you want your object to be. I found it is mostly the Subdermal weight that you have to play with to get an object more translucent. Primary specularity is where I put the specular map I created using different size brushes, and then tinted it very light blue in the color gain of the strawberry primary specularity. Secondary specularity is where I put a black and white noise map to break the highlight of the strawberries. ![]()
For the strawberry leaves, I used an Anisotropic Material and manipulated the sliders of translucency attributes. ![]() Post Production Do NOT use the default Occlusion presets. The shadows are way too dark, and it looks horrible. You want to be able to control how dark the shadows are. Use the MIB-Occlusion node in Maya 8.5 and change the black color to dark gray, and play with the sliders. I used 2 MIB-Occlusion nodes for the scene. Now render the color and occlusion separately and bring them into Photoshop. Duplicate the color file and put the occlusion pass in the center. Use Multiply or Overlay for the Occlusion. Play around with the opacity. For the Color on top, use a little Gaussian Blur and screen the top color file. ![]() ![]() A little warning about using the skin shader and rendering with Mental Ray: If your scene has 90% skin shaders like mine, it gets pretty expensive to render even with a core 2 duo processor. This present scene takes a bit over an hour to render a frame with the school’s computer and their computers are way better than mine. Good luck!
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