Arnold tutorial - Toon Shading and Lighting Sven in MtoA

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In this simple 'making of' tutorial, we will break down the steps used to render Sven using the toon shader. We will cover how to use the rim_lighting, base_tonemap, specular_tonemap, and stylized_highlight attributes of the toon shader to create a 'painterly' type portrait of our intergalactic hero Sven!

The original Maya scene files for this series of tutorials can be downloaded from Autodesk's Hyperspace Madness production:

#maya #arnoldrenderer #shading
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Well made tutorial ;D finialy sombody shows how to use existing textures!
Thanks a lot!

majupiju
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Very interesting. Just a question or two... 1. You start out in Maya Modeling the low poly model. 2. Export to Mudbox and sculpt. 3. Paint in Mudbox and export Shaders/textures to Maya to apply to the low poly. 4. Is this where your tutorial starts? 5. I am trying to wrap my head around the pipeline. Thanks....

philliptillery
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Hi Lee Griggs, the video is very helpful.
Can you try with Anime Style?
Thanks

PlayAsRacoon
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As the character moves away from the camera. The lines of the silhouette become thicker. Is there a way that the distance can be calculated so that the outline is according to the distance of the object from the camera?

alzate_d
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i am using aitoon and I i have an small issue. when i am using area light shadows are getng softer and in direction light it does not. after redusing softness to 0 it want get harder shadow too. my basic requirnment is to get output like tom and jerry cartooon. can u help me with that pls. sorry for my english.

RohanGulig
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Hello! Your video is pretty good! I want to ask how to make the workspace like this mode.Thank you very much!

mdoumdou
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Broken link, unable to download assets

usohier