In this stage we get the finished, rigged model, and do everything we need to prepare it for rendering - unwrapping > texturing (and sculpting) > shading (setting up the materials) > defining render settings. Sets get lit in this stage, too.
I plan on making some in depth posts about some of the shading in R6, but for now here's a basic walk through.
As I mentioned in an earlier post, we did all the rendering and shading in 3Ds Max 2010 and Mental Ray.
We had two other major applications we used, both of which were in beta stages when we started out, and both of which it's been a real pleasure to see develop across the course of the project and still.
Unwrapping:
The first one of these applications is Unwrella, which is an automatic unwrapping tool. This saved me A LOT of time, and we use it extensively for other projects as well. I used it to unwrap almost everything except for a few specific models I had trouble with at the time (the current version uses UV seams, but the beta version didn't).
If I wanted different parts of a model to be given more/less texture space, I'd capture a morph target of the model in its normal state, deform it so that its parts' sizes in relation to each other matched the relation I wanted to have UV space, unwrap it with Unwrella, and collapse the stack and apply the morph target to bring the XYZ space object back to its original form.
Texturing and Sculpting:
The second program is Mudbox. I decided early on that I want to avoid using ZBrush completely. I've used it a lot in the past and wanted to see how well we could manage without it, for various reasons. We managed well. We used Mudbox to create probably over 80% or 90% of the textures (with help from Photoshop), not to mention sculpting. The first version gave me a lot of grief, right after Autodesk bought it. It crashed occasionally, and didn't play nicely with meshes or UVs that weren't made to it's exact specifications (and the UVs were difficult to control because Unwrella worked automatically). But by the time I learned what I needed to do for Mudbox to like my meshes and UVs, Mudbox improved it's flexibility considerably, and it's stability. Today we use it for everything, alongside Photoshop.
Shading, Lighting and Rendering:
I did a lot of research before I decided to stay with MR for R6. I tried out Brazil, Final Render, VRay, and MR. Each had it's advantages and disadvantages:
Mental Ray is our default engine. MR has great materials, the Arch&Design material can do nearly anything, and the SSS+ material does most of the things it can't. They also just released then the new final gather system for flicker free GI (projecting along camera path, and capturing points' values per frame). However, the Anti-aliasing calculations were slow and gave bad results, the area lights were a pain to use, and render time in general was high.
Brazil had terrific anti-aliasing and filtering, as well as soft shadows. It renders quickly and gives wonderfully smooth and sharp results. However, it's materials arsenal is poor, and more importantly, it's pixel displacement wasn't good enough for what we needed.
Final Render had the fastest global illumination system. It was quick, accurate, easy to use, and flicker free. It even used MR Arch&Design materials. However, it too had less than satisfactory pixel displacement, the anti-aliasing was moderate, and it didn't have a proper SSS material. It also gave a slightly artificial look in it's renders I couldn't quite put my finger on.
VRay had the best lights I've tested. It was relatively fast, had very good anti-aliasing, and great pixel displacement (In modifier form! Like it's meant to be). However, we had a lot of issues with their floating licenses, and there was a poor material and memory management tools arsenal.
Eventually, with the help of the MR exposure control, the new photometric lights, and some other features, we decided to stay with MR.
Like I said, most of the materials were A&D materials. The rest were mostly SSS+ with disp. and SSS++, or scanline Matte/Shadow material for certain render passes later on.
The mental ray SSS materials are intrinsically very good. They behave well and are fast to render, and the SSS+ material, by Master Zap, introduces the A&D material's reflection channel. However, the biggest issue they presented is that they absent in render elements altogether - they simply output black. When I posted this in a relevant forum, Master Zap wrote the SSS++ material which allows for the material to show up in several render elements, and can have other elements such as reflection and specular made for it as well. But it to this day still doesn't have a displacement slot, nor does it apply exposure control to it's specific elements. Ah well...
The lighting was done using the MR Sunlight and a regular Skylight for the Hallway set and the Forest, and a host of photometric lights for the Flowers set. For extra lights I in the sun lit sets I used photometric lights as well, or spotlights with MR area shadows.
Rendering was done only later on during the production, but all of the render settings, rendering methods and render passes were defined here. We used MR final gathering for GI. The new system allows for flicker free GI with camera movement and object movement.
I defined the render passes with the render pass manager we've been using since the advent of the studio, Grant's RPmanager.
All the beauty passes were rendered with MR exposure control, and to 32bit float linear space images. That means we had to work with gamma correction for the textures and the final output.
This is a turntable of the Preacher after he was shaded. All the sculpting and texturing was done with Mudbox, Unwrella, and Photoshop. His skin is an SSS+ with disp. material. Rendered in MR with a Skylight and a couple of area lights.