Very nice tutorial, as always! I would add that there are IOR preset values for skin (1.4) and sss_color in the standard_surface attributes that are easy to miss (click on the three horizontal lines).
The RAW maps are usually link using the alpha. So need to make sure "alpha is luminance." is checked. Since in that video everything is manually set in hypershade they don't have the issue. Displacement like bump map are always with alpha luminance checked. But if let say you don't use hypershade and connect your map directly in the material from the attribut editor you won't see the connection it make. Like the specular roughness map is raw. Need to be manually set alpha is luminance if not you specular roughness map will be register as Black.
We actually have two courses you might like! :) flippednormals.com/product/introduction-to-modeling-in-maya-16644 flippednormals.com/product/introduction-to-maya-2435
funny though making the subsurface map at 100 percent does not always work well. sometimes you have to balance the diffuse aspect with a lighter colour to make it look good i never copy other peoples settings as there are too many variables to make it look consistent
what is your aces configuration on this case? because I see that you put on srgb the color map, normally in other videos with aces they set on acescg but I dont know what should be the correct
Hi there. I am facing a issue with one of my 3D model where the veins i have sculpted in the zbrush seem to get extruded inwards rather popping out WHEN I RENDER IT in arnold. I have tried inverting the green channel on normal map but nothing works. Is it something to do with the displacement map? Please help me as i need to prepare it for my portfolio!!!
When ever I used subsurface scattering in maya. The normal map is not working on render. If I turn off subsurface. It works fine. Please tell me the solution to fix this issue
Very nice tutorial, as always! I would add that there are IOR preset values for skin (1.4) and sss_color in the standard_surface attributes that are easy to miss (click on the three horizontal lines).
This is awesome that ya'll are doing more Maya stuff!
More to come!
The RAW maps are usually link using the alpha. So need to make sure "alpha is luminance." is checked. Since in that video everything is manually set in hypershade they don't have the issue. Displacement like bump map are always with alpha luminance checked. But if let say you don't use hypershade and connect your map directly in the material from the attribut editor you won't see the connection it make. Like the specular roughness map is raw. Need to be manually set alpha is luminance if not you specular roughness map will be register as Black.
Great comment! Thanks for adding to this.
I have been waiting for this for months, my skins were always missing something now im PUMPED!!!
Nice! I hope this helps a ton
Really nice tutorial Henning! love it.
Thanks so much!
Amazing! Thank you!
This is amazing work!! Thank you
Great sir
congratulations
plz Maya course with basic level to professional level plz
We actually have two courses you might like! :)
flippednormals.com/product/introduction-to-modeling-in-maya-16644
flippednormals.com/product/introduction-to-maya-2435
Thanks for doing this video! After purchasing the masterclass, I was hopeful that one day you would show how to render in Maya instead of Blender.
Youre welcome! We're thinking of doing a masterclass like that but in Maya and Mari instead. No promises but we're talking about it
Can you make a video on how to import maps like opacity and sss to Arnold Maya , it would be of great help . Thankyou and you guys are awesome .
Great stuff! Thank you!
My pleasure!
Holy shit just what I needed when I needed it
Awesome! :D Hope its helpful
Great Tutorials as always.what was the size of model?
funny though making the subsurface map at 100 percent does not always work well. sometimes you have to balance the diffuse aspect with a lighter colour to make it look good
i never copy other peoples settings as there are too many variables to make it look consistent
Is arnold in maya and in 3dsmax works the same
?
what is your aces configuration on this case? because I see that you put on srgb the color map, normally in other videos with aces they set on acescg but I dont know what should be the correct
Hi there. I am facing a issue with one of my 3D model where the veins i have sculpted in the zbrush seem to get extruded inwards rather popping out WHEN I RENDER IT in arnold. I have tried inverting the green channel on normal map but nothing works. Is it something to do with the displacement map? Please help me as i need to prepare it for my portfolio!!!
When ever I used subsurface scattering in maya. The normal map is not working on render. If I turn off subsurface. It works fine. Please tell me the solution to fix this issue
Great
Why did your skin shading in blemder look better than this?
The blender material was much more a balanced and also contained textures for the hair, eyebrows etc and the Lighting was better
how come you didnt use any normal map?
Don't need one with the autobump feature in this engine
this doesnt work, i add base color in sub color, and do weight to 1 and it just look super white no colors
'promo sm' 😏