Website powered by

Dino

Hello!
I just wanted to share a new stylized render done with the standard materials of Arnold in Maya. The character is based on the amazing art of Colors by Jen. You can find more or her work here:
https://www.instagram.com/colors_by_jen
Thanks!

This project is pretty similar to the ones I’ve worked on in the past. Everything in this render was created using Arnold’s aiStandard shaders in Maya and composited in Nuke.

This project is pretty similar to the ones I’ve worked on in the past. Everything in this render was created using Arnold’s aiStandard shaders in Maya and composited in Nuke.

The project has three main render layers.

Base is the most basic layer of the three.

Mid Noise contains small dot noises with high displacement.

Highlights are stylized matte details (lines, dots specs).

The project has three main render layers.

Base is the most basic layer of the three.

Mid Noise contains small dot noises with high displacement.

Highlights are stylized matte details (lines, dots specs).

Here are my shader parameters. The goal is to always maintain contrast between diffuse roughness, specular roughness, emission, and displacement across these three layers.

Here are my shader parameters. The goal is to always maintain contrast between diffuse roughness, specular roughness, emission, and displacement across these three layers.

These particle systems were used to add small color dots at the end.

These particle systems were used to add small color dots at the end.

The contour particles were used to remove some of the edges of the render and give it a “colored pencil” look and silhouette.

The shadow pass provides information from two spotlights with animated scale.

The contour particles were used to remove some of the edges of the render and give it a “colored pencil” look and silhouette.

The shadow pass provides information from two spotlights with animated scale.

Each render layer has its own texture set with different levels of detail.

Each render layer has its own texture set with different levels of detail.

These masks were only used in Nuke to provide extra control over the painterly layers created in Substance Painter.

These masks were only used in Nuke to provide extra control over the painterly layers created in Substance Painter.

These layers were used to control opacity in Maya for the mid-noises and to provide additional control in Nuke.

These layers were used to control opacity in Maya for the mid-noises and to provide additional control in Nuke.

These work the same way as the previous masks, but for the highlights.

These work the same way as the previous masks, but for the highlights.

Tri-planar animated textures created in Maya. They control the displacement the material used in their render layer. These are the textures responsible for the subtle animation effect.

Tri-planar animated textures created in Maya. They control the displacement the material used in their render layer. These are the textures responsible for the subtle animation effect.