CG数据库 >> FXPHD – MYA226 Look Development using Maya and Arnold

FXPHD – MYA226 Look Development using Maya and Arnold的图片1

10 Classes Project Files Included MP4

Title: FXPHD – MYA226 Look Development using Maya and Arnold

Info:

This course, from professor and VFX artist Charles Chorein dives into methods for look development using Maya and Arnold.

Charles Chorein is a Lead LookDev/Lighting at MPC with 10 yearsof experience. 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. He is currently involved in the next The Jungle Book from Disney.

Class 1: For starting, we will explore the asset in Maya and set up everything to get ready. We will go through different technical checks to be sure the asset is ready for lookDev.

Class 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. 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.

Class 3: The HDRI will be our starting point to setup our lighting in Maya. We will see how to calibrate it for our needs. We will use Nuke for adjust the map.

Class 4: Now we have a balanced HDRI, we start to add some extra lights to integrate our character in the background. At the end we will have a nice lightRig with our character integrated with a grey shader.

Class 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 do a pre-shading of all our objects in the scene to give the intention of the materials.

Class 6: We set up all the textures with the shader we set up last week. We will see how the texture can have a huge impact on our lights and shaders and how to balance everything. We will see how to add better texture detail and titles maps in Photoshop for the cape.

Class 7: For the face, the SSS shader will be covered and we show how we can adjust it in our scene.

Class 8: We have finally everything in place in Maya/Arnold, we adjust the lighting, texture and shader to improve and balance everything.

Class 9: Now we’ve got our beauty render, we need to prepare everything for the compositing. We will cover how the setup the render layer in Maya and the different AOV’s we will need in Nuke for improve the CG.

Class 10: We work Nuke to see how to use the different AOV’s and passes rendered in Arnold, how to use the ZDepth and and adjust the lighting in Nuke.

10 类项目文件包括 MP4

标题 ︰ 数码 — — 使用玛雅和阿诺德的 MYA226 看发展

信息 ︰

这门课程,教授和视觉特效艺术家查尔斯 Chorein 深入到看起来是发展使用玛雅和阿诺德的方法。

查尔斯 Chorein 是导致 LookDev/照明在 MPC 有 10 年经验。他自 2009 年以来一直在伦敦工作,并取得了各种电影霍比特人,普罗米修斯,饥饿游戏 2,超人 ︰钢,哈利 · 波特 7、 4 加勒比海盗、 卑鄙的人和我最近终结者 Gensys。他是目前参与下一丛林本书从迪斯尼。

类 1 ︰ 开始,我们将探索玛雅人的资产和设置一切做好准备。我们会通过不同的技术检查可以肯定的资产是准备 lookDev。

2 班 ︰ 我们在 lookDev 开始前,我们需要把我们的性格在布局上,看看照明和相机的角度的方向。我们将探讨我们得到真正的相机与失真和传感器拍摄的不同问题,它们转换为 CG 世界。

3 类 ︰ HDRI 将是我们的出发点来安装我们在玛雅的照明。我们将看到如何为我们需要把它校准。我们将使用核弹的调整地图。

4 班 ︰ 现在我们有一个平衡的 HDRI,我们开始添加一些额外的灯光,整合我们的背景中的字符。在结束了我们将有很好的 lightRig 与我们的性格与灰色着色器集成在一起。

5 班 ︰ 我们现在有 lightRig 安装上灰色的着色器,所以现在我们将专注于不同的着色器,我们分配每个不同的材料。我们将尽我们所有的对象,在现场给材料的意图前底纹。

6 班 ︰ 我们成立了所有的纹理与我们建立了上周的着色。我们将看到如何纹理可以产生的巨大影响我们的灯和着色器,以及如何平衡的一切。我们将看到如何添加更好的纹理细节和标题在 Photoshop 中映射为海角。

7 班 ︰ 为了面子,将涵盖 SSS 着色器和我们显示我们怎么可以调整它在我们的场景中。

8 班 ︰ 我们最后一切都在有玛雅/阿诺德,我们调整照明、 纹理和着色器提高和平衡的一切。

9 班 ︰ 现在我们有了我们的美丽呈现,我们需要一切都准备合成。我们将介绍如何设置渲染层在玛雅人和不同的 AOV 的我们将需要在 Nuke 为提高 CG。

10 班 ︰ 我们工作核弹来看看如何使用不同 AOV 和通行证呈现在阿诺德,如何使用中和调整在 Nuke 照明。