Creating Digital Humans 4: Shading and Rendering

Learn a production workflow to shading and rendering using innovative techniques for creating realistic humans from reference. Contains 3 hours of project-based training for artists learning the technical and artistic processes of creating digital doubles for use in Film and Games. Popular highlights include: Fast Skin Shader in mental ray; Sub-surface Scattering Techniques; Generating Sub-dermal Maps; Generating Epidermal Maps; Creating Shading Networks; Adding Bump Maps; Adding Specularity; Scene Maintenance; Creating Hair Strands with Paint Effects; Adding Digital Makeup; Creating Lighting Setup ; Effects of Light on Skin. Disclaimer: Some photographic reference contains nudity and is intended for mature audiences. Software required: Maya 8.5 and up.
Course info
Level
Advanced
Updated
Aug 27, 2007
Duration
2h 51m
Table of contents
Description
Course info
Level
Advanced
Updated
Aug 27, 2007
Duration
2h 51m
Description

Learn a production workflow to shading and rendering using innovative techniques for creating realistic humans from reference. Disclaimer: Some photographic reference contains nudity and is intended for mature audiences. Software required: Maya 8.5 and up.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello and welcome to creating digital humans. Four. Shading and rendering presented by digital tutors on auto desk authorized publisher. My name is Justin and I'll be your instructor as we complete the Siri's by creating realistic shade er's for a model and rendering some final images. Now, in the 1st 3 volumes of this schedule, Human Siri's we created a ref long human muscle flow for human model. Using several reference images as guides, we then added more definition to the model. To better approximate are photographic reference, and finally, we created a usable UV layout and assemble the textures in Photoshop. Now we're ready to put the finishing touches on our model. We'll look at the memory Fastskin Shader as a solution for a simulating subsurface scattering in the skin. After setting up, the Shader will create custom maps from our texture files that we condemn plug into the skin Shader. We'll talk about the different layers of skin and how the light affects them. We'll also set up more realistic shakers for the eyes and the hair to wrap up. We'll add a few final details, like thin, wispy hairs along the head and a makeup player we'll add a little bit of lining to the mix and end up with a great final render. Upon completing this training, you have taken the textured model that you created up to this point and added an extra level of realism. So with that, let's get started by talking a little bit about our workflow.