7. Set up and final composition

I brought everything into one scene and i didnt have to move things around as i never moved them out of place, except from the clothes. 

For the head mesh i had to add the displacement. By going on arnold, subdivisions and changing it to catclark and increasing the iterations i was able to see the displaced texture and all the details without using a high poly mesh.

An issue that i encountered was that the displacement was showing too strong even if i reduced the amount. I also re-exported it and even colour corrected it in photoshop to see if it would change anything. In the end for some reason it started working properly. 


For the eyes i used an image material with a realistic look, then i assigned it to the meshes assigning the same material to the subsurface scattering and editing the roughness to give it that realistic look. 

I was also able to edid how red the eyes were by using ramps and coloring the red to white. i then imported it to the scene where i was setting up the final render.


The jewelry i quickly made them from a torus and in maya i assigned them a metallic shader.

When i finished setting up the materials and lights and i was content with the look i then separated the aovs that i was going to use for the breakdown. 
I also created different layers to breakdown the exports. For example, The beauty pass in one layer, the clay, wireframe and ambient occlussion in others. 



Breakdown

When i exported the render passes from Maya, i then imported them in Nuke. Here i separated them using shuffle nodes to which i then merged all together. However, now i was able to edit each one of them as i wanted. I also created a breakdown animation of the clay and wireframe using roto nodes to mask them.







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