General Material Production Workflow

My shader workflow starts really simple. I’ve been using V-ray for a while in Maya and 3dsMax and it is an awesome software to achieve photorealistic results quickly. I usually start bringing my textures from MARI and then I begin dialing the values in my shader until I’m happy with the results. I usually start by plugging my bump/displacement maps with a solid 50% grey color to check if they are accurate.

After that I plug the specular and glossiness maps and start dialing the reflections/highlights. The last thing I do is plugging the diffuse map. Usually if you get your bump/displacement and your spec maps working your diffuse is gonna be working too.

Also, using the new Vray 3.0 we have the GGX option which is awesome. It gives you full control over the highlights in your objects.