![]() Once the eyes are in place, Sefki demonstrates how to set up the skin shader, plugging in texture maps and fine-tuning values for a photorealistic finish. The look-dev process begins with the set up of the shaders for the eye geometries, including the sclera, iris, pupil, caruncle, and meniscus, using the Arnold Standard Surface shader. Starting in Maya, Sefki shares his techniques to light the character model, utilizing area lights, HDRI maps, and light blockers to establish the right mood before adjusting the camera to achieve the very best likeness of his digi-double. ![]() This comprehensive workshop by Sefki Ibrahim demonstrates how he approaches the look development of a digital double, and covers his complete process for lighting, shading, and rendering using Maya and Arnold. A huge thank you to everyone at #Autodesk and Maximum Effort who made this happen! Special shout out to the incredible Elizabeth Banks, Mandy Walker, Ron Perlman, and Paul Lambert for joining in on the fun to celebrate our ‘everywhere software.Whether it’s in movies, TV shows, music videos, or video games, digital humans are everywhere. We celebrated the legendary accomplishments of our amazing customers with our ✨first-ever broadcast ads✨ ‘Otto Desć’ at the 95th Academy Awards! Thrilled to have teamed up with the best in the business - Ryan Reynolds’ Maximum Effort to tell Autodesk and our customers’ story of amazing impact in the world, and on the big screen! It takes a team to win and we have the world’s best team. ![]() We recognized the #software that makes the magic. ![]() Autodesk is how the world gets designed and made - including the beautiful Oscar winning films that delight and inspire us all. ![]()
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