Character Look Development Class



Class Structure


You need the following lessons out of the Training Program to put together a series of classes on Character Look Development:

 Sample workflow 


  • First you can demonstrate how to use Maya IPR rendering (a.k.a. V-Ray RT) to have fast render feedback as you develop your character's look.
  • Then you can move on to the lighting of the geometry using a simple diffuse shader so that you can focus on light only.
  • Next could be a discussion on different lighting setups as well as covering the V-Ray Rect Light and V-Ray Dome Light. Note that it is a good idea to have GI enabled - you need not discuss the settings yet because you're rendering with V-Ray RT, but you could introduce the concept of GI here as needed. If you need to use displacement mapping to add fine detail to the geometry you can add it here.
  • Before setting up the object's shaders, you may choose to cover Linear Workflow so that all the object's textures to be used later are properly corrected. Then you can move on to shading - the important shaders for character look dev are V-Ray Material,V-Ray Skin MaterialV-Ray Hair Material, V-Ray Hair Sampler, V-Ray FastSSS2. Next you can set up the GI depending on the scene setup. Finally, you can set up different render elements and render the final image to composite back to beauty and tweak the results.

Exterior Architectural Visualization Class



Class Structure


You need the following lessons out of the Training Program to put together a series of classes on Visualizing an Exterior Architectural Scene:

Sample workflow


  • First you can demonstrate how to use Maya IPR rendering (a.k.a. V-Ray RT) to have fast render feedback during the setup of your scene's visualization.
  • Next you can demonstrate the V-Ray Sun and Sky system as well as its correlation with the V-Ray Physical Camera. It's important to include the Physical Camera here as the Sun and Sky system relies on proper camera use.
  • Next, since this is an exterior scene, you can use V-Ray Fur to create some grass, and V-Ray Displacement can be used to add some fine detail to the scene. If the scene has many trees or shrubs and busges, you can use V-Ray Proxies to optimize the memory usage.
  • For materials and shading, you can demonstrate the V-Ray Material and the V-Ray Blend Material for general shading of your building(s).
  • For grass you can demonstrate the V-Ray Hair Material, and for trees you can demonstrate the V-Ray 2Sided Material for leave materials.
  • From here, you can demonstrate how to set up GI for an exterior scene.
  • And finally, you can set up render elements to split the Beauty pass into its components for tweaking in compositing as well as adding an Ambient Occlusion Extra Render Element to add to the final look. Here you can demonstrate Back to Beauty compositing techniques to assemble and tweak the elements together.