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Renderman Lost Things Challange

This is my submision for Renderman Lost Things Challange.
The main tool was Maya, in which I composed the scene and rendered the final image. I used Blender for modeling and previz. For texturing, I used materials from ambient and polyhaven. I tried to use different techniques, such as triplanar projections and procedural maps, texturing in Substance Painter, and trimsheet texturing used in games of optimization. I also used additional assets from Polyhaven to fill the scene.

The base character model was generated using Daz3D. My sculpting skills are low, and the character would not probably look like a human being. The clothes were made in Marvel Designer and retopologized in Zbrush. It was my first time using this program, and I liked it very much. I learned it quite quickly, and I was able to create clothes without any problems. There was no need to create details by sculpting them because the character is quite far from the camera. To texturize the character, I used textures that are available by default in Subtance Painter. You can even find one set of XYZ face textures that you can use. Quick rigging was done in Blender using the Rigify addon to set the character pose. I managed to do it quite quickly, which I had never done before. Then it was time for grooming. Xgen, as always, causes some problems. Since I've never used it before, it took me a while to find something that resembles a hairstyle, from this distance, it somehow works.

Dust particles, and so on. To create dust, I used the native nparticle system in Maya and scatered objects with an opacity map to mimic dusty things. I used the same objects for dust flying in the air, but I spread them using MASH. Spider webs were done in the free version of Tyflow.
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The lighting consists of several main lights and several complementary ones. I managed to split them into separate AOVs using LPE, so I had better control during compositing. I mainly divided them into diffuse and specular components. I also planned on diffuse indirect and specular indirect, but it would be overkill in my case. Render layers in Maya refused to cooperate, so I had to split the fog and glass pass into a separate scene. Separate pass for a broken window with fake glass so as not to generate too much noise and shorten the rendering time.

Everything was merged in Nuke using default nodes and bunch color correction nodes to adjust them.

Finall image

Finall image

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