Thank you for your in-depth tutorial, especially the Hulk Buster. I was wondering how different the outcome would have been if you had textured the Hulk Buster using Substance or Mari, and then brought it into Maya and adjusted the look with Arnold. Will the workflow be different or similar? Secondly I'd really appreciate it if you could explain in simple words how the gray and the chrome ball along with the macbeth chart helps effectively in the process of getting accurate shaders and appealing look of the renders.
I would've followed the same texturing procedure in substance or mari and the same shading procedure would follow in Maya. So the output will not have any difference. Ath the end its not the softwares but my vision and the references i follow that affect the final look. The ref balls and macbeth chart is used for making sure your lighting is neutral in terms of colour and intensity. which means there are no colour casts from the lighting setup, if there, can affect the texture colours of the assets. And mural intensity in the sense that the light intensity is not brighten or fallen the textures more than its actual brightness. Which also will affect the asset look. You can get detailed info about it from my 2 look dev tutorials. ruclips.net/video/OnbZvAO4enU/видео.html ruclips.net/video/YDFElKTs-Qk/видео.html
Thank you so much for responding so quickly! I'm wondering if there's any tutorial for the Hulk Buster that focuses solely on light setup and lookdev (no texturing in Maya using Arnold) but rather on getting the asset's look for appealing renders specifically geared toward 3D modeling demo reels and portfolio presentations.
@@mokshjain4977 I think you are looking for portfolio specific lookdev and lighting. I would suggest to always do the lookdev in a neutral rig and then do the lighting on it separately for the portfolio. I cannot specifically talk about any lighting setup which is going to work on all renders. Because if you are looking for beauty lighting, that will be different for each assets. It will depend upon the asset type. If its a character, its personality. What kind of mood that you want to create with the lighting. A cute character and a villain cannot be portayed in his best look in the same lighting right? So for that you will need to learn to mimic the lighting that you like from references. try learning to match the lighting from reference images so that you will in time get better at it.
Which you have used before that iron man lightning scene and lookdev can i have it because i need it for showreel if paid aslo i would love to buy 🙏🏻😐🥺
@@Swatstutsnot for this model bro which u have used on that previous models that iron man and some others model im asking about that lightning scene and riga
There is no option to blur the HDRI. But you can reduce the resolution on the skydome light attribute. It is by default in 1k resolution (1000). You can try reducing the value to 512 or 256. It will use reduced resolution from the tx file if you are converting hdri to tx file.
@@jayachakkaravarthy depends on the scene. If you have smooth reflective materials in your scene, and it reflects the environment, then the bluriness will be visible in the render. Otherwise, you can use blurred hdris in most cases.
I would love to but I don't plan to start houdini tutorials soon as there is a lot to finish in Maya itself. I am sure you will find better tutorials on youtube for houdini lighting. I consider myself to be more of a maya artist. I have very little knowledge in houdini 🙏🏼
Have an artist in india like u to be proud
Thank you ♥️
Thank you for your in-depth tutorial, especially the Hulk Buster. I was wondering how different the outcome would have been if you had textured the Hulk Buster using Substance or Mari, and then brought it into Maya and adjusted the look with Arnold. Will the workflow be different or similar? Secondly I'd really appreciate it if you could explain in simple words how the gray and the chrome ball along with the macbeth chart helps effectively in the process of getting accurate shaders and appealing look of the renders.
I would've followed the same texturing procedure in substance or mari and the same shading procedure would follow in Maya. So the output will not have any difference. Ath the end its not the softwares but my vision and the references i follow that affect the final look.
The ref balls and macbeth chart is used for making sure your lighting is neutral in terms of colour and intensity. which means there are no colour casts from the lighting setup, if there, can affect the texture colours of the assets. And mural intensity in the sense that the light intensity is not brighten or fallen the textures more than its actual brightness. Which also will affect the asset look. You can get detailed info about it from my 2 look dev tutorials.
ruclips.net/video/OnbZvAO4enU/видео.html
ruclips.net/video/YDFElKTs-Qk/видео.html
Thank you so much for responding so quickly! I'm wondering if there's any tutorial for the Hulk Buster that focuses solely on light setup and lookdev (no texturing in Maya using Arnold) but rather on getting the asset's look for appealing renders specifically geared toward 3D modeling demo reels and portfolio presentations.
@@mokshjain4977 I think you are looking for portfolio specific lookdev and lighting. I would suggest to always do the lookdev in a neutral rig and then do the lighting on it separately for the portfolio.
I cannot specifically talk about any lighting setup which is going to work on all renders. Because if you are looking for beauty lighting, that will be different for each assets. It will depend upon the asset type. If its a character, its personality. What kind of mood that you want to create with the lighting. A cute character and a villain cannot be portayed in his best look in the same lighting right? So for that you will need to learn to mimic the lighting that you like from references. try learning to match the lighting from reference images so that you will in time get better at it.
Which you have used before that iron man lightning scene and lookdev can i have it because i need it for showreel if paid aslo i would love to buy 🙏🏻😐🥺
The links are in the description.
@@Swatstutsnot for this model bro which u have used on that previous models that iron man and some others model im asking about that lightning scene and riga
@@syedazar1835 check that videos description
Is it possible to blur the HDRI inside of Maya...
There is no option to blur the HDRI. But you can reduce the resolution on the skydome light attribute. It is by default in 1k resolution (1000). You can try reducing the value to 512 or 256. It will use reduced resolution from the tx file if you are converting hdri to tx file.
@@Swatstuts Thank you for the quick reply dude, and I was making my demo reel that's why I asked...
@@Swatstuts Just want to ask another question, blurring the Hdri generally good practice?
@@jayachakkaravarthy Always welcome ✌🏼
@@jayachakkaravarthy depends on the scene. If you have smooth reflective materials in your scene, and it reflects the environment, then the bluriness will be visible in the render. Otherwise, you can use blurred hdris in most cases.
Please share same thing with Houdini
I would love to but I don't plan to start houdini tutorials soon as there is a lot to finish in Maya itself. I am sure you will find better tutorials on youtube for houdini lighting. I consider myself to be more of a maya artist. I have very little knowledge in houdini 🙏🏼
@@Swatstutsmalayalam tutorial