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Once we have a rough idea of the technical specification and limits we start creating the main body of the character. In the case of this particular model, we created the body and head to start with. We kept the head as a separate model so that we could easily work on it separately and later export it separately for baking.
submitted: 5 years and 3793 days ago
By the end of this tutorial, we will have walked you through, not only how to break down your subsurface shader attributes into their own render layers, but also how to render out an occlusion pass, and a shadow pass for compositing in post. You could take this even further on your own as a fun little experiment to render out your light passes, ZDepth, Motion vectors, etc, but we won't be delving into that here.
submitted: 5 years and 3892 days ago