By P Web Design Company



Jumping Spider WIP

Modeling

Before modeling the spider I found a lot of reference photographs and anatomy diagrams of jumping spiders. One photographer that had some really interesting macro photgraphs of insects were Thomas Shahan. Also, I found most useful were scanning electron microphotographs of the spiders because I was able to see the anatomy of the spiders behind all that hair and fur in regular photographs.

Texturing

Once I had the basic form of the jumping spider modeled out in Maya. I then exported the geometry from Maya and brought it into Mudbox to sculpt in more detail to make the model look more realistic. Also, I created a normal map and painted a color texture map for the spider in Mudbox. The following is an image of the spider model with more sculpted detail and the painted colormap in Mudbox.

Jumping Spider Texture

Shading & Lighting

Subsurface scatter was used to achieve the look for the body of the spider. Depending on how the light hits the spider it will determine how translucent the material will look. As a result, lighting plays an important role in the overall look of the spider, multiple lights were placed behind and above the spider.

spider subsurface scatter

Above is a shading test render, VRay subsurface scatter was used to achieve the look of a wax like texture for the body of the spider. Also, a displacement map was applied to the model to give the surface of the spider a rougher look, which helps the spider become more organic.

VRay Fur

For the fur/hair I used VRay Fur System, many maps were applied to control the parameters and overall look of the hair on the spider. In order to customise the styling of the fur for the spider a duplicate of the geometry was made that would contain the fur system. After the fur was applied to the mesh many maps were painted to control the different parameters of the fur. First a color map for the fur was painted, which is different than the color map for the shading of the spider. Second a Density map was painted, which controls the areas on the geometry would have fur and which areas would be bald. The Density Map contains black and white information to control the slider, where black = intensity of 0 and white = intensity of 1.

Spider Fur Test

The image below shows the spider with a second fur map applied to it, showing the longer hair strands that are also thinner.

Spider Fur Test

Lighting and Rendering

In order to get the lighting the way that I wanted I first had to set up my camera settings. I used VRay Physical camera because I wanted to mimic real life camera settings and VRay's Physical camera settings allowed me finer control to achieve the look that I wanted. The camera settings that I changed were: Focal Length - 200mm, Shutter Speed - 400, F-Number - 6 and ISO - 240.

For the overall lighting I used an HDRI (High Dynamic Range Image) along with VRay lights to create fill and rim lighting. I changed the intensities and placements of the lights until I achieved the lighting that I wanted.

 Spider Light

Render Elements & Compositing

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