3D For VFX – Week Six

Setting up the final render For the final render, we were instructed to use these AOVs (Arbitrary Output Variables) as the minimum requirement: Beauty (RGBA), Direct Diffuse, Indirect Diffuse, Direct Specular, Indirect Specular, Ambient Occlusion, Masks and Alpha for all geometry. Below are all AOVs I have used with my render in Arnold. Render layers […]

Setting up ACES colour management

This blog post will guide you on how to set up Academy Color Encoding System in Autodesk Maya, Substance Painter and Nuke. ACES is mainly handled by OpenColorIO, a colour management solution which makes setting up projects for ACES easy across all operating systems and applications. “OpenColorIO (OCIO) is is a complete color management solution […]

3D For VFX – Week Four

Train texturing This blog post is about train texturing process in Substance Painter. The model was imported mostly as low poly mesh, with the exception of floor and frame, which were a smooth mesh conversion from Maya. In total, there were 20 2K UDIM tiles. Reference Images Frame Material HVAC Unit Material Creating the textures […]

3D For VFX – Week Three

Modeling the track Figuring out the proper modelling technique for the track was a difficult task. I considered using MASH network, extruding face along curve, making a NURBS curve and extruding it, but all these solutions involved a massive amount of manual work to add details, UV unwrapping not even considered. In the end, I […]