Like & Subscribe if you found the video useful!
/ @raycast
0:00 - Introduction
0:49 - Why do we need look development?
2:45 - How to prep a model for look dev
4:00 - Adding in reference spheres and a macbeth chart to our camera
6:00 - Creating a turntable null for our asset and HDR
9:20 - Adding our HDR image to the IBL
11:20 - Assigning a shader to our model
13:25 - Creating tx files (mipmap images/ optomised images)
15:15 - Loading in textures to the shader
18:36 - Initial test render
19:13 - Fixing our texture to shader connections (Arnold renderer searches for an alpha by default)
21:27 - Combining a Normal map and Height Map (Bump map)
25:16 - Adding AOVs (render passes)
27:10 - How to adjust your textures in the hypershade
33:05 - How to fix white noise in metalic renders
36:00 - Why there is green in the render and how to remove it (as an example)
36:58 - Before and after of our renders
39:05 - Rendering using our turntable
EXTRA VIDEO NOTE - POST UPLOAD
The macbeth chart should be using a lambert/ diffuse shader (ai or legacy), I forgot to change it later in the video! A surface shader is a pure flat albedo of the image which in this case, "could" be useful to see original pure colours and compare to a light interactive version of the chart (shaded).
3D Model download link: https://www.turbosquid.com/Search/Art...
For online 1 on 1 tuition video/ screen calls email me at: [email protected]
To support the channel go to: / raycast
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.