You can view and/or purchase my 3d cartoon character with 3ds Max 2012 mental ray version at turbosquid.com.
You can take a look at my character model on Turbosquid.com:
Hi! Today I will show you how to setup a render scene for a cartoon character in Maya. For my other works please visit my website http://www.3d2dizayn.com/ Should you have any questions or comments, please contact me at: firstname.lastname@example.org
Preview of Final Results
Step 1: First open a new Scene in Maya then adjust your Scene units.
Step 2: Then get your model to the Scene (you can Copy all your objects then Paste it on to the new Scene) . Here I Paste my character in to my new Scene. If your Camera is clipping when you zoom out, go to View panel select your Camera then hit Ctrl+a and in the Attribute Editor give your Far Clip Plane a high value.
Step 3: After that I adjust my Film Gate and Image Size like this.
Step 4: Then I decide a Camera view and then Bookmark that view so that whenever I mess my view I can return to my previous Camera view. Go to Views > Bookmarks > Edit Bookmarks. Click New Bookmarks button then click Add to Shelf. The new Bookmark will be in the Custom Shelf as you can see here.
Step 5: I put a Plane for reflections. I use a Surface Shader. I changed the Out Color to pure white.
Step 6: For the background Plane I put a Lambert shader.
step 7: In the Render Settings go to Common tab and go to Render Options and uncheck the Enable Default Light check-box. Then go to Quality tab and change the settings like the picture.
Step 8: In the Indirect Light tab go to Environment menu then click Image Based Lighting button to create an Environment sphere which will illuminate the scene without a light. So a sphere will be created if its too big scale it so that its not too large then your scene objects. For this scene I didn’t use a HDRI map instead I used color.
Step 9: I use two Spot Lights with Ray Trace Shadows and two Point Lights for Specular Highlights with no Shadows.. Here is the Spot Light parameters. For Spot Lights you can change the Light Radius say 20 so you get sharp shadows.
Step 10: Here is the Point Light parameters. Quadratic Decay will give the soft specular look on the face.
Step 11: When you render you can set a Test Resolution like this.
Step 12: Here is my result. I made some Color Correction in Photoshop and added some noise. And that‘s all for this tutorial. I hope you found this tutorial useful. Thank you for reading.