Download the scene files here: https://gum.co/eokJP
00:00 - Intro & Video Explaination
01:30 - Looking at the maya scene
02:00 - Creating an HDR / IBL
03:00 - First greyscale render
03:50 - Assigning a skin shader to the head
04:40 - Loading in the textures to the skin shader
05:00 - How to convert a texture folder into TX files for Arnold renderer.
08:25 - How to combine normal map textures in the hypershade.
10:05 - Adding and explaining AOV's (Render passes) to the scene.
11:15 - How to combine normal map textures in the hypershade CONTINUED.
12:23 - How to combine normal map textures in the hypershade, final task.
13:35 - How to combine a bump map and normal map, brief explanation.
14:25 - Test render of the combined normal map.
16:20 - Adding a displacement map to our arnold shader.
18:12 - How to alter the displacement effect without changing intensity.
19:30 - How to add subdivisions to a mesh at render time and alter its displacement attributes.
22:10 - Applying quick hair shaders in arnold.
24:00 - Setting up subsurface scattering within a shader.
28:00 - Assigning a shader to the clothing.
30:55 - Fixing the clothing shader in the hypershade (changing default inputs).
34:00 - Adding lights to the scene.
34:17 - How to constrain lights to points (aim constraint).
37:30 - How to create a soft spotlight in maya using a ramp.
38:52 - How to add a light to its own AOV (render pass) Light group.
39:50 - Lowering the HDR intensity, why?
40:40 - Creating a spotlight lighting effect.
42:30 - Duplicating lights, reseting them and adding aim constaints.
45:20 - Altering the rim light.
47:10 - Creating a light block blocker.
49:39 - Test render of the scene so far. (2 Lights added).
50:10 - Duplicating a new light, reseting and constraining.
51:45 - Why you need to "Update Full Scene" in the arnold render view.
53:45 - Re-connecting ramp textures to multiple lights (sharing textures).
56:10 - Altering the top light for some fill lighting.
58:31 - Full screen test render.
59:25 - Looking at the separate Light Group renders.
59:50 - Extra alterations that can be made within the hypershade to alter a models look.
01:01:50 - How to stop "fireflies" and white spots appearing in renders.
01:03:10 - Looking at AOVs to understand where noise is coming from.
01:04:09 - Final Render.
01:05:10 - Comparing the thumbnail render and tutorial render created.
01:06:10 - How to rebuild a render from light groups (separate light passes), brief explanation.
01:08:28 - How to add fast chromatic abberation to a 32bit exr in photoshop.
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To download the original headscan model and textures for free you can do this by going to this website: https://www.3dscanstore.com/blog/Down...
The videos on this channel are created by a professional Visual Effects Generalist with experience across Films, TV & Commercials.
The channel provides a variety of tutorials based on Visual Effects Techniques such as Modelling, Tracking, Texturing, Lighting, Rendering, Animation & Compositing.
Software that will be covered includes: Autodesk Maya (with Arnold Renderer), Substance Painter, Mari, Houdini (with Mantra), PFTrack, 3DEqualizer, Nuke, Zbrush & Photoshop.