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V-Ray For Maya of Work “A Girl Under The Maple Tree”

2019-07-024 min read

This work is inspired by the fact that I saw an original painting of a hand-painted artist named Sunmomo on the Internet. I really like the feeling of this painting, so I want to use MAYA to try to make it into three-dimensional, and make a model with maya. I will share my production process, hoping to bring some benefits to other 3d artists.

The software used: Maya, V-Ray, PS, ZBrush

  This is the original painting by Sunmomo.

Basic model

The basic model of the character is modified with a woman's body of the previous project, as shown below. The original model body structure is also relatively simple and needs to be improved. It mainly perfected the structure of the shoulder, clavicle, sternocleidomastoid, chest and leg, and adjusted the curve of the waist and the ankle. Of course, the face is the main object of the modification.

AdvancedSkeleton

The role rigging is using the plugin of Maya's AdvancedSkeleton. I just plan to make a static frame, so I didn't carefully paint the skin weights.

  Clothes model

Then I made the model of the clothes. I first made a rough dress, then turned the clothes model into Ncloth, and the body model was set as a passive rigid body to solve the dynamics of the clothes. The result of the solution is a bit awkward, you need to import it into ZBrush for engraving, and finally return to Maya.

  Hair model

After the character and clothes model is done, the next is the hair model. I used some cylinders to make hair styling references, and I plan to make the hair more realitics.

  Accessories

There are a lot of accessories on the character. These cumbersome models of jewelry, umbrellas, and birds have taken a long time, and they are basically made slowly with Poly. After the bird's model is done, I bind the bird.

 

 

Patching model interspersed

Next, I need to make some repairs, mainly the interspersed between the clothes and the body, the interspersed between the clothes and the jewelry. In order to be more realistic, the rigging relationship between the clothes and the body, clothes and jewelry are added.

  But, I am aware of a problem. If you follow the above method, the whole file will become very large, so I remove some of the riggings of the model and clean up the entire file.

After the character model is done, the UV is split. I use Unfold3d, Clear and Fast.

UV split

Map drawing

Next, draw a texture for the model. At this stage, I only drew a few basic textures to see the final effects.

In order to get closer to the original painting, I used some models of maple, bamboo, and shrubs in the scene, made stone bridges according to the original paintings, and leaves falling everywhere.

  The model of the entire scene was basically finished. I used a camera with an angle similar to the original, and added a default Lammbt material to all models, added auxiliary light, and added an HDR. I tested the lights with a V-Ray renderer and a lower renderer. After the test, I began to add materials such as silk, stone, trunk, leaves, etc. The gold material parameters and skin parameters are as follows:

 

  Hair making

Now making hair, hair making I use polygons to create curves to guide hair.

  I first rendered a small image with very low quality to see the effect. After starting the layered rendering without any problems, I probably divided the main light, auxiliary light, backlight, GI, refraction, highlight, 3S, depth of field, normal, each Object ID, etc. A total of 24 channels.

Final rendering

I improved the sampling of materials and lights. Taking into account various problems such as image size, model size, and material parameters, I finally used a  cloud rendering service.

  I used Nuke for a post-production synthetic. Because I have rendered a lot of N channels, there are so many things that I can adjust at will in the post-production software.

  Nuke node
After some adjustments, the final effect is as follows:

  Author: Cai Mingxiu

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