We will cover how the setup the render layer in Maya and the different AOVs we will need in Nuke for improve the CG.Ĭlass 10: We work Nuke to see how to use the different AOVs and passes rendered in Arnold, how to use the ZDepth and and adjust the lighting in Nuke. We will see how to add better texture detail and titles maps in Photoshop for the cape.Ĭlass 7: For the face, the SSS shader will be covered and we show how we can adjust it in our scene.Ĭlass 8: We have finally everything in place in Maya/Arnold, we adjust the lighting, texture and shader to improve and balance everything.Ĭlass 9: Now weve got our beauty render, we need to prepare everything for the compositing. We will see how the texture can have a huge impact on our lights and shaders and how to balance everything. We will do a pre-shading of all our objects in the scene to give the intention of the materials.Ĭlass 6: We set up all the textures with the shader we set up last week. At the end we will have a nice lightRig with our character integrated with a grey shader.Ĭlass 5: We now have a lightRig setup on a grey shader, so now we will focus on the different shader which we assign per different materials. We will use Nuke for adjust the map.Ĭlass 4: Now we have a balanced HDRI, we start to add some extra lights to integrate our character in the background. We will see how to calibrate it for our needs. We will explore the different issues we get from a shooting with a real camera with the distortion and the sensor and convert them into the CG world.Ĭlass 3: The HDRI will be our starting point to setup our lighting in Maya. We will go through different technical checks to be sure the asset is ready for lookDev.Ĭlass 2: Before we start on a lookDev, we need to put our character on a layout and see the direction of the lighting and the camera point of view. He is currently involved in the next The Jungle Book from Disney.Ĭlass 1: For starting, we will explore the asset in Maya and set up everything to get ready. We finish with a lighting slap in Nuke to see the final result. In this course, instructor George Maestri explains how to use these popular tools to create your own custom materials for interior and exterior architectural renderings, including glass and other transparent surfaces, stucco, metal, foliage such as grass and groundcover, and more.
we will see how to manage Alembic files in Maya update the scene and lookDev and setup a render without noise. Learn how to create realistic materials for 3D architectural visualizations using Maya, Arnold, and Substance. He has been working in London since 2009 and has achieved various movies such as The Hobbit, Prometheus ,The Hunger Games 2, Superman: man of steel, Harry Potter 7, Pirate ofthe Caribbean 4, Despicable Me and recently Terminator Gensys. This time we have the simulation from FX in Houdini. This course, from professor and VFX artist Charles Chorein dives into methods for look development using Maya and Arnold.Ĭharles Chorein is a Lead LookDev/Lighting at MPC with 10 yearsof experience. Fxphd course: Look Development using Maya and Arnold