Join Aaron F. Ross for an in-depth discussion in this video Working with Body objects, part of Creating Product Shots in 3ds Max.
…As I mentioned previously, these are 3ds Max body objects.…And a body object is a procedural model.…It's not like a standard polygon mesh.…It's more akin to a NURBS object, but it's even…more advanced than NURBS because it's actually a solid model.…But just like with Nerbs, you can choose the level of detail at…render time, and you can choose the level of detail separately for the viewports.…Let's take a look at that.…If we dolly forward a bit with the mouse wheel, we'll…see that in the viewport we've got, you know, some blocky geometry.…
Can actually see that there are some hard edges here and there.…All right, but if we actually do a…rendering of this, it'll look a lot smoother.…Let's go into our Render Setup Dialogue.…And I want to knock the resolution down a little bit for the lesson.…Let's set the resolution down to 360 pixels wide.…Press the Tab key.…360 pixels tall.…And also, let's turn off the Global Illumination feature called Final Gather.…And we'll click Render.…And you can see that it looks a lot…
AuthorAaron F. Ross
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
- Importing solid models as 3ds Max body objects
- Working with the scene layout, hierarchy, and display layers
- Building Arch & Design materials
- Creating area and photometric lights
- Setting exposure control
- Optimizing indirect illumination with Final Gather
- Image-based lighting with high dynamic range files
- Lighting with self-illuminated geometry
- Rendering to high dynamic range
- Saving render passes with Render Elements
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
1. Laying Out the Scene
2. Studio Lighting
Controlling Final Gather3m 57s
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Compositing
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