I was wondering how a cube with the Subsurface Scattering would look like, how the colors would blend, etc. It's interesting to see how little Blue it's got, being it applied to the Epidermal.
Rendered with mental ray's Fast_Skin shader. Mapped as follows:
. plane XY
. plane ZX
. plane YZ
I was in charge of the rigging, shading, lighting, simulation, rendering, compositing and some of the modeling and animation. The biggest challenge was the liquid simulation at the opening. I have never done it and took quite a few time, but working with Lagoa was amazing.
There were some modeling done in 3ds Max, but all the rest was Softimage, rendered with mental ray. If you prefer: Youtube link (Youtube compression made everything too dark...)other credits: script - Luiz Eduardo Kuhner, Hugo Monteiro and Cesar da Matta direction and storyboard - Renan de Moraes animation - Felipe Simões and Renan de Moraes modeling - Felipe Simões and Hugo Mattos
Doing Ambient Occlusion in every material in a scene is normally not necessary. After reading this post in Caffeine Abuse I started using it as a Lens shader, but noticed the render got darker. It was because I'm using linear workflow in Softimage, so I had to update the compound a little bit:
Just drag & drop the file into Render Tree, or move it to the Data/RTCompounds folder in your User or Workgroup directories. To apply it just connect it to the Camera as a Lens Shader.
Caffeine Abuse is an incredible place for Softimage tutorials, tips & tricks. All credits of this shader are to it, I've just packed it up and added the gamma support. .