Lookdev and Lighting with Maya and Arnold

Taught by Charles Chorein

Course Number:
MYA311
Software Version:
 
Original Run Date:
April 2019 
Duration:
2 hours 12 minutes 
3D
This project-based course, updated in 2019, covers all the aspects of look development and lighting in Maya and Arnold to prepare our dinosaur named Boelthor, as well as integrate it in the plate.

This course takes you through a full review of how to integrate our asset in the plate, making a layout in 3D with the EXIF info of the photo, setting up the displacement base on the Zbrush maps, implementing our different maps such as color, specularity and bump, creating a turntable and light rig with direct lighting and HDRI.

Finally, quick lighting slap comp in Nuke is created to integrate Boelthor with some light wrap, shadown, and other lements created during the five classes.

Charles Chorein is a CG Supervisor with ten years of 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, Pirate of the Caribbean, Despicable Me, Terminator Gensys and recently The Jungle Book from Disney. He is currently involved in a new Netflix TV series. His linkedin web page is : https://www.linkedin.com/in/charleschorein
 
Lookdev and Lighting with Maya and Arnold
Watch our overview of the course

Class Listing

Class 1: LAYOUT

Creating the layout and extracting EXIF information to prepare for work in Maya.

Class 2: MODEL & LIGHTING

Checking the model to make sure everything is ready to go. Preparing an HDRI in Nuke and adding it to our envLight as well as sunlight.

Class 3: RENDER PASSES

Creating shader and attributes in specific passes, understanding displacement in Arnold, and why one needs to convert and use the tx file generated by Arnold.

Class 4: LOOKDEV, CONTINUED

Adding RGB, specula and bump maps to finish up the Boelthor lookdev. Creating the beauty pass with specific overrides.

Class 5: FINAL PASSES

Adding extra passes like sphere and shadow as well as creating the rough composite in Nuke utilizing the various renders.