Same. I was studying abroad outside of the states for about a year and a half at a uni and I wasn't happy. Literally something simple like learning the differences in file formats, there would be a long complex lecture about it for a full semester, not even joking, we even had tests and long essays for it, which I still didn't understand ANY OF IT until I left and decided to become self taught. Literally that same topic, with these amazing people like J and many others, I was able to understand the topic in just 5 minutes rather than a whole flippin semester. I learned more here with these online courses than at an expensive university....way faster too. seriously I think uni's these days are a full on scam. 🙃
@@marlom.5081 I'm sorry you had a bad experience at uni, although they aren't all like that. The uni I go to is quite in depth and also well paced with their hands on experience. Majority of my class time is actual hands on and not lecture based. Sure they give lectures here and there but they let you go on your own and if you have questions about how to do stuff they come back and pick your brain on how to find out or they just show you how to do it. I guess I should be grateful that I have professors that I have. It makes me sad to hear that other universities are like this.
@@marlom.5081 Universities basically everywhere are most helpful when trying to learn fundamentals, not techniques - it's a warning sign if an university advertises that you'll be able to use program X after finishing the course.
install Maya trial. if your only learning to use the software and not creating commercial work, keep reinstalling the trial till you can AFFFORD to buy the software. Maya is the standard and if you can master what you see in this video you will be getting jobs in no time. this quality of tutorial is never free. good work jhill
Instaliked. Dude may I tell you once again how much I appreciate everything you do. For the past 5 years you were the main source of my inspiration and you continue to be to this day. I wish you would never stop. This is top quality content for me. Thank you!
Love your videos man, exactly what I need! In the age that everybody and their mother is making videos for Blender your channel is a goldmine for cool stuff for Maya. Thank you so much! Greetings from Mexico!
That nightclub light setup is so cool I watched it like 10 times, I usually struggle a lot to get a cool look like that, also I have faced an issue when using displacement maps with hair caps, that it distorts the base mesh but since the hair cap mesh has no displacement assigned it would just sunk the hair inwards, so it had to be assigned on both the mesh. I am gonna experiment with the light and makeup setup learned from this tutorial and will post it in the discord art gallery. Thanks J for such a nice video, always grateful.
Glad you liked it. Looking forward to seeing what you make! The hair cap issue makes sense, I think I would just bury the hairs a bit to cover the difference in case
When I was a beginner I used to not watch any video related to software that I don’t use but now I see the principle is the same you can get these lights in any 3d render like blender cycles thank you for your nice tutorial. 😊
Love the videos man, you've taught me so much! I'm writing this comment at 26:00 so if you address this later in the video, then my apologies! For me the aiNormalmap node, I set my map colorspace to Raw, then plug rgb output from the map into the "input" on the aiNormalmap, and then take the rgb output from the aiNormalmap and plug that into the normalCamera on the aiStandard. For the "normal" input on the aiNormalmap, from my understanding, it is for if you want to layer normalmaps. You can plug the output of another aiNormalmap into it, or even the output of an aibump2d if you want to use height data without displacement. Hope that helps!
Thank you for this Its crazy how theres SEVERAL tutorials out there that tell you to use both base color and subsurface. Using juat subsurface and then masking the nose and inner ear while leaving everything else grey is pretty much perfect
Amazing tutorial. The difficulty spiked up when the custom masks and the layer node were introduced, but overall it quite good information. To be honest, most of Arnold's nodes are a a riddle, wrapped in a mystery, inside an enigma to me, but people like J Hill help to unveil the fog.
some people maybe has born to broke all paradigms... Classic lectures is worth? The truth everytime worth! Congrats, man... your serie is insane. #love #kissesfrombrazil
Fantastic video as always, J. Thank you for putting up such great content. I'm not a Maya user myself, but quality content like this demands to be watched. For the record, I'd love to see how you'd go about bringing this character over to Unreal Engine 5. Likewise, how you might go about making the hair game-ready.
Dude you are just awesome!!! This is an amazing render and also thanks for making these videos. It makes me so happy to see your videos like this. Because in your all videos i am learning something and also you are doing with passion that is why keep going!!!
this is like fastest and most effect tutorial so far I have ever seen in my fooookin life. I was struggling to get fastest way to get more effiecent details. This tutorial is on point. Thank you.
Like your mood in this video, one hour was like a couple minutes. And final renders Ohhh! I watched it hundred times! Thx for video, now I go watch patreon full demo:) Peace
Hello J, Thank you for the amazing tutorials you always post. I learned a lot from you. As for connecting the normal map, it will work perfectly if you create aiNormalMap node. Connect the OutColor of your normal map to Input, then connect OutValue of that node to Normal Camera. As for the color space it will be like how you do it, set to Raw amd Alpha is Luminance. I hope it will help.
Hey J, this is awesome thank you for doing this, I have always been rubish at rendering in Maya, but this is really well explained and donst look as complicated as the old mental ray way. Thanks again buddy.
Daaaaaaaaaaaaaaaaamn that last render hits haaard J….. wow … iam kinda sad tbh, coz i just finished my Hardy project couple days ago following ur tutorials without this amazing video about render, but wow bro.. iam speechless.. flakes, alligator… bruhhhh. No lie ,I did lost u later with nodes and sht , but iam watching it again for sure! Final render is so dope just as a character J! U r beast my man! U art is killa and what u do with those videos is huge! Iam a big fan bro! Thank you so much for what u do! Ur channel is super underrated!!!! But i bet ull get what u deserve my man!!! Lets go J !!! Certified3dkilla
The crazy thing is that Marmoset have done such a good job on their skin shading that it still almost looks better than the arnold offline renderer even with way more basic setup. I truly wish that the epic guys would try to partner with marmoset to incorporate their method of skin shading into unreal engine.
Hi J! Just found your channel and have been really enjoying the whole series. Was wondering if you would make any tutorials on what your workflow is towards retopology if dynamesh is used. Would also really love to know how you set up the UV's to prepare the model for texturing and lighting. Then again, I appreciate the work you are doing!
Great content as usual. About the aiNormalMap, it kinda weirded me out too. But what I did and it works for me is that I set my normal map to raw, and connected the Out Color to the Input in aiNormalMap. I don't know about the details on this but I hope this helps. Thanks!
just a question, at 21:55 using a component of "out color" (R,G or B), works in spcular and other b&w weight/inputs, since value in the map is a scalar and not a hue, in fact if you open a roughness or metalness map in photoshop you can see all 3 channels has the same values. So, here is the question, you are using out alpha from a png, wich can have transparency but not alpha channel per se, and then using Alpha is luminance you are "creating" that mask in Maya that works based on the luminance of each pixel, wouldn't be the same as to output any color channel?
watching this video for like the 3rd time. love it!!! I always circle back and re-watch your stuff. I always marvel at how much I forget between viewings! you mentioned several times during the video, that there was a video you made rendering this girl in marmoset. where I can I see that? thanks, as always!
Hey J, awesome video.. jst a little doubt, I exported my skin details from zbrush at mid value 0 but in substance painter i added some moles and displacement on them but idk how to export from substance at a mid value of 0, so is there a way to export from substance at mid 0 or a way to combine two displacement maps with diff mid values...
there isn't a way to combine at different mid values. Idk how to change the Substance mid value so in your case, I'd probably just re export the map from Zbrush and make the mid value .5 then mix them
Hey at 16:40 do you export the Zbrush disps with Adaptive turned on? If I remember correctly you did the skin detailing with HD geometry right? Aren't you supposed to check adaptive on when exporting HD subds as displacements?
Thank you for watching. You can see the final renders on my Artstation www.artstation.com/artwork/6bBJ6W
Please please please make a series making yourself!
That point when you’re watching J’s tutorials during your uni lecture because its more useful than the lecturers :) money well spent
I'm a student too. Honestly you're better off learning on your own. What you're paying for at uni is time.
True, it's better to support J on Patreon than Uni lectures LoL, you'll learn more from his tutorials for sure
Same. I was studying abroad outside of the states for about a year and a half at a uni and I wasn't happy. Literally something simple like learning the differences in file formats, there would be a long complex lecture about it for a full semester, not even joking, we even had tests and long essays for it, which I still didn't understand ANY OF IT until I left and decided to become self taught. Literally that same topic, with these amazing people like J and many others, I was able to understand the topic in just 5 minutes rather than a whole flippin semester. I learned more here with these online courses than at an expensive university....way faster too. seriously I think uni's these days are a full on scam. 🙃
@@marlom.5081 I'm sorry you had a bad experience at uni, although they aren't all like that. The uni I go to is quite in depth and also well paced with their hands on experience. Majority of my class time is actual hands on and not lecture based. Sure they give lectures here and there but they let you go on your own and if you have questions about how to do stuff they come back and pick your brain on how to find out or they just show you how to do it. I guess I should be grateful that I have professors that I have. It makes me sad to hear that other universities are like this.
@@marlom.5081 Universities basically everywhere are most helpful when trying to learn fundamentals, not techniques - it's a warning sign if an university advertises that you'll be able to use program X after finishing the course.
install Maya trial. if your only learning to use the software and not creating commercial work, keep reinstalling the trial till you can AFFFORD to buy the software. Maya is the standard and if you can master what you see in this video you will be getting jobs in no time. this quality of tutorial is never free.
good work jhill
🙏
Instaliked. Dude may I tell you once again how much I appreciate everything you do. For the past 5 years you were the main source of my inspiration and you continue to be to this day. I wish you would never stop. This is top quality content for me. Thank you!
Thank you man. Really appreciate that and I’m glad you like my work and videos. Can’t stop won’t stop.
This must be one of the greatest contributions to 3d community ever. Thx J, this Is gold!
🙏
Love your videos man, exactly what I need! In the age that everybody and their mother is making videos for Blender your channel is a goldmine for cool stuff for Maya. Thank you so much! Greetings from Mexico!
Greetings! Haha thank you man I’m glad you like it
Such mind blowing work... Done with ease... 👏🏼👏🏼👏🏼👏🏼
That nightclub light setup is so cool I watched it like 10 times, I usually struggle a lot to get a cool look like that, also I have faced an issue when using displacement maps with hair caps, that it distorts the base mesh but since the hair cap mesh has no displacement assigned it would just sunk the hair inwards, so it had to be assigned on both the mesh. I am gonna experiment with the light and makeup setup learned from this tutorial and will post it in the discord art gallery. Thanks J for such a nice video, always grateful.
Glad you liked it. Looking forward to seeing what you make! The hair cap issue makes sense, I think I would just bury the hairs a bit to cover the difference in case
You're an absolute legend J, thank you for this!
I’d be happy to see an introduction to Maya tutorial series or course from you
When I was a beginner I used to not watch any video related to software that I don’t use but now I see the principle is the same you can get these lights in any 3d render like blender cycles thank you for your nice tutorial. 😊
can you make a video showing how to render, light and setup skin shader for a realistic character/portrait in UE
yea I think I'll make a video on that
@@artofjhill that will be great, thanks
If i'm correct, you can use ainormalmap and attach your normals to the input, sometimes you have to adjust the scale.
More pure gold. Just finished your amaizing Xgen video and then I find this. Thank you J.
glad you're liking it. Hope it helps with your stuff. enjoy!
Love the videos man, you've taught me so much! I'm writing this comment at 26:00 so if you address this later in the video, then my apologies!
For me the aiNormalmap node, I set my map colorspace to Raw, then plug rgb output from the map into the "input" on the aiNormalmap, and then take the rgb output from the aiNormalmap and plug that into the normalCamera on the aiStandard. For the "normal" input on the aiNormalmap, from my understanding, it is for if you want to layer normalmaps. You can plug the output of another aiNormalmap into it, or even the output of an aibump2d if you want to use height data without displacement. Hope that helps!
Thanks man, I'll try and remember that for next time I use a normal map in Arnold. Cheers dude
Thank you for this
Its crazy how theres SEVERAL tutorials out there that tell you to use both base color and subsurface.
Using juat subsurface and then masking the nose and inner ear while leaving everything else grey is pretty much perfect
Ey this videos of yours are awesome, high quality Maya tutorials. Congrats!!
Wow this is beyond amazing! I've learnt so much just watching a couple of your TH-cam videos! Thanks for sharing!
Happy to hear that
this guy defo needs 100k
the final render is just crazy, I love it so much!
Thank you!
Amazing tutorial. The difficulty spiked up when the custom masks and the layer node were introduced, but overall it quite good information. To be honest, most of Arnold's nodes are a a riddle, wrapped in a mystery, inside an enigma to me, but people like J Hill help to unveil the fog.
all the good things are on the other side of the fog
some people maybe has born to broke all paradigms... Classic lectures is worth?
The truth everytime worth!
Congrats, man... your serie is insane. #love #kissesfrombrazil
Give this man a crown! Thank you so much for sharing!
Fantastic video as always, J. Thank you for putting up such great content. I'm not a Maya user myself, but quality content like this demands to be watched.
For the record, I'd love to see how you'd go about bringing this character over to Unreal Engine 5. Likewise, how you might go about making the hair game-ready.
I wish teachers could watch and understand your content, man! And get a tip or two hahaha so well explained. Amazing stuff
Really well made artwork with perfect details. Hope you have a safe and wonderful day.
Wow! great video as usual J, dope content all around. Absolutely love the neon light setup at the end❤🔥
Sir you have no idea how much you have taught me... you're a huge inspiration. Thank you so much
you're welcome. Keep learning and growing
Final project is absolutely stunning.
🙏
i was waiting this for so long!
Woah! This is such a kickass tutorial. Thanks J!!!
I left every video of this serie telling myself '' I know Kung-fu'' ....good stuff!
Dude you are just awesome!!! This is an amazing render and also thanks for making these videos. It makes me so happy to see your videos like this. Because in your all videos i am learning something and also you are doing with passion that is why keep going!!!
Thank you, glad you like it and keep going!
this is like fastest and most effect tutorial so far I have ever seen in my fooookin life. I was struggling to get fastest way to get more effiecent details. This tutorial is on point. Thank you.
💪
All information and answers I looked for in terms of rendering a portrait with arnold i found here. Thank you so much for this video!!!
Glad it was helpful!
Legend.
Like your mood in this video, one hour was like a couple minutes. And final renders Ohhh! I watched it hundred times! Thx for video, now I go watch patreon full demo:) Peace
Thank you
Hello J, Thank you for the amazing tutorials you always post. I learned a lot from you.
As for connecting the normal map, it will work perfectly if you create aiNormalMap node. Connect the OutColor of your normal map to Input, then connect OutValue of that node to Normal Camera. As for the color space it will be like how you do it, set to Raw amd Alpha is Luminance. I hope it will help.
Hey J, this is awesome thank you for doing this, I have always been rubish at rendering in Maya, but this is really well explained and donst look as complicated as the old mental ray way. Thanks again buddy.
Way easier and better than mental ray
mind blown. been a fan of your IG for a while....had no idea your youtube was this epic. thanks for making the vids!
Thank you!
Always excited to see a new video from you , thanks for sharing ! :D
chef's kiss
Oh, how I miss pouring hours into my artwork! Great job!!
Thank you so much 😀
Sooo unreal 🤯
super nerd for Life! love what you do Jhill very awesome work man!
Thank you man. Nerd power
I watched 56:28 mins of this video .. every second has a new information! .. can't wait for the Unreal Engine version
🙏
thanks my G masterpiece🙃
Yet another amazing tutorial
every video is a knockout!! thank you!!!!
Looks so good
Thank you
Legendary video J as always!
🙏
Daaaaaaaaaaaaaaaaamn that last render hits haaard J….. wow … iam kinda sad tbh, coz i just finished my Hardy project couple days ago following ur tutorials without this amazing video about render, but wow bro.. iam speechless.. flakes, alligator… bruhhhh. No lie ,I did lost u later with nodes and sht , but iam watching it again for sure! Final render is so dope just as a character J! U r beast my man! U art is killa and what u do with those videos is huge! Iam a big fan bro! Thank you so much for what u do! Ur channel is super underrated!!!! But i bet ull get what u deserve my man!!! Lets go J !!! Certified3dkilla
haha thank you man, I appreciate it
Cool work! Love the results. Amazing!
Glad you like it
Thanks
useful and helpful
like always
Can you please make a video on hypershade and maps?
Your videos are amazing, thank you for your hard work!
next unreal! awesome man
Wow, you're incredibly talented
🙏
Great as always! Really inspired by your productivity!
ty
Just super. You are a real master
Amazing tutorial!
I’m glad you like it
Amazing tutorial!!! Thank you J !
You got it, I hope it helps
Thank you. Awesome Tutorial and result!
The crazy thing is that Marmoset have done such a good job on their skin shading that it still almost looks better than the arnold offline renderer even with way more basic setup. I truly wish that the epic guys would try to partner with marmoset to incorporate their method of skin shading into unreal engine.
For sure marmoset is super good
THE boss ! even i don't use maya , i found it so useful , thanks man :)
Glad to hear that
You're a wizard J!
🪄
Thank you so much for sharing your techniques. 🙏🙏
J Hill rendering Realistic Characters
Me: deleting default cube
Not the cube!!
Thank you so much! your videos help me a lot to understand things very easily. you are a gem!
Glad to hear that, thank you
The programs I use are entirely different from yours but the knowledge is still very relevant. Instant sub.
Great happy to hear that
oh god''maaan:)u r a great teacher.thanks for the tutorial
😊
J is Genius no 🧢
🧠
Awesome !
hey hey, A hyper realistic character rendering video in unreal engine would be awesome aswell!
Working on it
@@artofjhill awesome man, you've been consistently killing it for a while now
I know you dont need confirmation, but I just wanna let you know your basemeshes rock! Confirmed✅
🙏
Hi J! Just found your channel and have been really enjoying the whole series. Was wondering if you would make any tutorials on what your workflow is towards retopology if dynamesh is used. Would also really love to know how you set up the UV's to prepare the model for texturing and lighting. Then again, I appreciate the work you are doing!
Nice - very nice
damn crazy skills
Thats insane
Thx for sharing man, very helpful
Great content as usual. About the aiNormalMap, it kinda weirded me out too. But what I did and it works for me is that I set my normal map to raw, and connected the Out Color to the Input in aiNormalMap. I don't know about the details on this but I hope this helps.
Thanks!
Cool. Which input on the aiNormalMap node does it go into?
@@artofjhill All of it(rgb). I connected the "Out Color" directly to aiNormalMap's "Input". And then the "Out Value" to the Normal Camera.
good vid. thanks for sharing. your content is a goldmine
Thank you 🙏
Thank you JH!
you got it
well hotdamn. Looks great man!
🙏
I was waiting for her to open her eyes at the end
That would’ve been tight
thank you so much sensei!
you're welcome 🙏
I hope it helps
Thank you so much brother . So cool
You got it. Hope it helps
god of 3d!
Amazing
so good!
just a question, at 21:55 using a component of "out color" (R,G or B), works in spcular and other b&w weight/inputs, since value in the map is a scalar and not a hue, in fact if you open a roughness or metalness map in photoshop you can see all 3 channels has the same values. So, here is the question, you are using out alpha from a png, wich can have transparency but not alpha channel per se, and then using Alpha is luminance you are "creating" that mask in Maya that works based on the luminance of each pixel, wouldn't be the same as to output any color channel?
I really don't know
coollll!! thanks for the tips man!!
Np I hope it helps
Unbelievable
Goat🔥🔥🔥
Thank you 1000 times
You’re welcome
watching this video for like the 3rd time. love it!!!
I always circle back and re-watch your stuff. I always marvel at how much I forget between viewings!
you mentioned several times during the video, that there was a video you made rendering this girl in marmoset.
where I can I see that?
thanks, as always!
Hey thanks. I’m glad you find the videos helpful. Might have been mentioning the first scene I made which was shown in the texturing video
@@artofjhill right on and thanks!
Hey J, awesome video.. jst a little doubt, I exported my skin details from zbrush at mid value 0 but in substance painter i added some moles and displacement on them but idk how to export from substance at a mid value of 0, so is there a way to export from substance at mid 0 or a way to combine two displacement maps with diff mid values...
there isn't a way to combine at different mid values. Idk how to change the Substance mid value so in your case, I'd probably just re export the map from Zbrush and make the mid value .5 then mix them
I would buy a course on creating such a character from 0
Thank you sir
Np. I hope it helps
Nice!!
Hey at 16:40 do you export the Zbrush disps with Adaptive turned on? If I remember correctly you did the skin detailing with HD geometry right? Aren't you supposed to check adaptive on when exporting HD subds as displacements?
Pretty sure I always have that on. Why not