Thank you so much for this tutorial! All your little explanations to WHY you click or do certain things are super helpful. It's exactly what I've been missing from other tutorials. The way you show how you do everything and your explanations are PERFECT. Thank you!
Why i like J tutorials its coz all info comes so light! Looks like he knows exact words for explanation. Times fly with his tutorials! Great Job J!!! Cant wait for another one man!
This is an extremly good tutorial, not just for sculpt presentations, but presentation renders in general. So great (and distinct from other youtube tutorials) to see that you explain the thought behind every tweak and every creative choice you make. Live long man you are great.
Awesome to see some good examples of the settings tidbits/gotchas when setting up an Arnold shader from from Substance Source/Alchemist. Many thanks and would love to see more Arnold shader development!
Hey J, I barely know anything about zbrush, sculpting and 3D in general (looking forward to start my studies), but it's always awesome hearing you, a pro, talking about it. Great content!
I love your videos! I'm wondering if you could lend me some guidance please? I'm currently conducting a research into what is the best approach to creating realistic humans for a film reconstruction for next year for a 1927 silent film production. Any guide/tips on softwares or artists capable of this to a great effect please?
No one's said it, but I'm gonna and don't mind. J would be an awesome teacher. So inspiring, the way he explains everything. Oh, man. Makes my giggle like a 5 year-old whenever he gives his explanations like in min 23:33. Amazing stuff!
You can use an aiNormalMap node rather than Maya's default bump2d. That way you can connect the map's color output to the node rather than its alpha output, and you no longer need to invert the green channel. Also, just in case I forget to check the "alpha is luminance" box when connecting a roughness or displacement map, I just take the map's R output instead of the alpha output and connect that to the shader node. Since each color channel is a float, it works the same as using the alpha with "alpha is luminance" on.
Hey dont know if you know this, about normal maps. you are supposed to use the ainormalmap node. connect the color to input and out value to normal camera in the shader. Then you dont need alpha is luminance and channel flip headaches. Beware that the strength sometimes can be very extreme in either direction so it may look like nothings happening at first. Use the AOV called N to see just the normal map do its thing when you render and change values.
good feedback, thanks. The aiNormalMap node wasn't working well in this version of Arnold I was using (which was older) I think it works good now. Could've been my mistake but this is how I got it to work in this scene. cheers
Just use an aiNormal node insted of the old 2Dbump node. Then you can just connect the color output straight into the aiNormal. You can also do that with the old 2Dbump node but I prefer to use the aiNormal. No need for the alpha is luminance anymore : )
when i'm about to shoot i just ctrl shift c to copy cam as pers1, lock it, and then i put the old persp in one of the other viewports, to still be able to move around in perspective in the scene :) Are you still convinced its a good idea to use mesh light? I think its one of the least effective ways to luminate things, introduces much noise and very slow render? i only use it if an actual bulb or neon sign ie. need to be a visible light in the scene. think its better to just use the area lights, just my thoughts anyways, thanks for the video
I've noticed that you don't uncheck the "normalize" options in the lights. I've been told by many that unchecking it makes the lighting results more physically accurate. Which one of the two is it? Thanks, and keep up the good work!
not sure what you mean by Preview render. The IPR is a continuous render that's "live" and you can either use that to make your finished image or have it render straight to disc with "render sequence" from the render menu. they would look the same
Awsome tutorial as always!! By the way, I came across this issue that when I exported my image from Arnold RenderView, the image appeared to be a lot darker in Photoshop. I know it has something to deal with Save Image Option which you might have forgotten to mention on your tutorial. I wonder what kind of setting did you use for your render above. Would you mind to share? I tried to mess around with the setting. The alpha was bad when got the correct color in photoshop, whereas the alpha was perfect but the color was way too dark (raw) in photoshop. Thanks in advance!
Interesting. I imagine it’s a color space issue. If it’s an exr then make it 16 bit in PS to see. Could be related to the color space update in the newer Maya. Not sure. It looks the same as the viewer for me
Hi. As always, a very good tutorial. I have one question for you. When you use NormalMap from Substance Painter on your model, did you meeting UV creases while rendering? if yes, how do you fix it?
Thank you. I translate it to blender for me but the tips are lit. Just a quick question about your skin pack. Do the brushes have also a picture to use in blender or are they only for zbrush?
Normal Map connection always confused me. Thank you Now i understand it. I have seen people using roughness control maps to control different rougness region of the face. do you know how to do that ?
could also use aiNormalMap which is more straight forward but didn't work well in my older version of Arnold. I used a roughness map in this tutorial. you can also put an aiRange node in between the map and shader which would give you more control over the roughness
@@artofjhill thank you that kind of make sense even from name itself.
2 роки тому
It would be really great if Arnold triplanar node could be instanced so you can control its attributes at once? or even better, WHY the hell don't we get a triplanar SHADER node so we just take the shader and be able to apply it in a triplanar way?
Been waiting for this, just wish youtube would put this in my notifications not just my feed :/ Btw, J, what do you think about Arnold GPU over CPU rendering? I've been getting more into 3d modelling and rendering, got myself an RTX 3090 ( for games and work of course) but my limited knowledge doesnt quite know the quirks about it, mostly all I know is GPU renders are hella fast and Arnold GPU can only use OPTIX denoise as an IPR beauty pass. If you have any insight on this let me know Im very curious!
Thanks for the support! I think the RTX rendering stuff lately is great. If my machine could take advantage, I would. My setup is slow at rendering in Arnold so I completely recommend using GPU
hello! I don't understand how you exported the model from zbrush .. did you do a decimation and a merge of all the subtools? or have you retopolized? is the model to scale?
I just exported the whole scene as an FBX. You can decimate it, I do that to other sculpts. This was just a low res dynamesh so I kept it like that. I scaled it to generally life size in Maya afterward. when you do that, freeze transforms to lock in the scale and have it render correct
I tried many times to follow the tutorial when I realized than megascans textures in EXR come in red when opened in PS, Do I have to do any tweaks, or is it just the way PS opens these files from megascans? Great tutorial either way, I'm truly enjoying it!
there is Arnold for Max if I'm not mistaken. Xgen is a big reason I use Maya and vs Max it also has better UV tools. Hard Surface modelers like Max because of how the modifier stack works. Animators seem to prefer Max too but it's all personal preferences outside of what tools are there. Everything in this video should work with any version of Arnold I would think
@@artofjhill Please! Make a video, Beacuse I Dont Know why my normal map always is exported and the map is all blue :( I dont know how to set the normal map settings.
Hi, i’ve seen many chinese artist using arnold for rendering, Arnold looks so good with anime style models. when you try marmoset with real style models looks good, but anime models no so good as arnold… do you know why? The skin in arnold for anime models looks so nice but I dont know why
Hi. Many artists use Arnold because it comes with Maya. Arnold is the most physically accurate kind of renderer so it’s made to make photorealistic things. You can also make things like Pixar style etc but marmoset can also work for stylized things. Arnold is slow too so it wouldn’t be my first choice for a stylized thing
"out alpha of the normal map goes to bump" - whyy!?? Щ_Щ that's why I failed up trying to understand Arnold by glance at ones! was totally confused, it's not intuitive at all(((
if you use the "aiNormalMap" node it should work like usual but my version wasn't working so I used this ghetto way. I have no idea why it works but it's in the documentation that way /shrug
I'm really glad you started this channel. So dope.
Thank you so much for this tutorial! All your little explanations to WHY you click or do certain things are super helpful. It's exactly what I've been missing from other tutorials. The way you show how you do everything and your explanations are PERFECT. Thank you!
Glad you liked it!
Love the way you always flood your videos with knowledge everyone wants at some point... love the superb content you have!
Appreciate it!
Why i like J tutorials its coz all info comes so light! Looks like he knows exact words for explanation. Times fly with his tutorials! Great Job J!!! Cant wait for another one man!
Thank you man, appreciate the comment and glad you liked it
This expains just about every question I've had for Arnold!!! Epic video!!
Never too many tutorials about Arnold. I appreciate what you do! Thanks!
This is an extremly good tutorial, not just for sculpt presentations, but presentation renders in general. So great (and distinct from other youtube tutorials) to see that you explain the thought behind every tweak and every creative choice you make. Live long man you are great.
Glad you liked it
It only took you two videos to be my hero ! It's like, you give all the untold advices nobody ever tells about ! hats off to you sir !
Glad you liked the vids! Hope they help
Wow, I spend my whole day doing this tutorial but it was completely worth, great results! Thank you very much, my guy
Glad I could help
If you use the ainormal map node you can plug the out color of the normal and go to render directly😁
💯
!!!! I figured that out in Arnold for C4D, but only after watching this video and experimenting with different nodes. Truly opened my eyes!
Thanks a lot for sharing your techniques.
For sure, I hope it helps
@@artofjhill It certainly helped a lot.🙏🙏
Great tutorial J really helpful. Loving the bubblegum pink look.
ty glad you like! I like the pink one too and it's easy to make
Awesome to see some good examples of the settings tidbits/gotchas when setting up an Arnold shader from from Substance Source/Alchemist. Many thanks and would love to see more Arnold shader development!
This is a real lifesaver for beginners like me, keep up the awesome work!
glad to hear it
Thanks a lot about this tutorial, it is really complete
Hope it helps
Really love your stuff! Don't know why more people haven't seen.
Thanks
Just want to genuinely say thank you !
thank YOU I'm glad you like the video. I hope it helps
BRILLIANT! I am trying to move from Blender to Maya and this helps SOOO MUCH! What a timing man, thank you so much!
Perfect, glad it helped!
Thansk brother! Awesome! Really appreciate all your info!
for sure! Hope it helps
Thank you for this extended tutorial! Really appreciate it!
Best 3D tutorial channel so far. Thank you so much!!
🙏
Hey J, I barely know anything about zbrush, sculpting and 3D in general (looking forward to start my studies), but it's always awesome hearing you, a pro, talking about it. Great content!
that's awesome, glad you are enjoying the content and happy sculpting!
I love your videos! I'm wondering if you could lend me some guidance please? I'm currently conducting a research into what is the best approach to creating realistic humans for a film reconstruction for next year for a 1927 silent film production. Any guide/tips on softwares or artists capable of this to a great effect please?
No one's said it, but I'm gonna and don't mind. J would be an awesome teacher. So inspiring, the way he explains everything. Oh, man. Makes my giggle like a 5 year-old whenever he gives his explanations like in min 23:33. Amazing stuff!
Thank you :) Super glad you liked it
Hey Great video! Could you tell me which version of Maya and Arnold do you use? Thank you ! :D
this wasn't on latest. I think latest is even a bit better. I'm on Maya 2020 now and I updated arnold but don't know the number
This is an excellent video, lots of insight into using Arnold.
thank you glad you liked it
Thanks Jay! I needed this in my life!
fo sho!
You can use an aiNormalMap node rather than Maya's default bump2d. That way you can connect the map's color output to the node rather than its alpha output, and you no longer need to invert the green channel.
Also, just in case I forget to check the "alpha is luminance" box when connecting a roughness or displacement map, I just take the map's R output instead of the alpha output and connect that to the shader node. Since each color channel is a float, it works the same as using the alpha with "alpha is luminance" on.
great tips! Thank you
Hey dont know if you know this, about normal maps. you are supposed to use the ainormalmap node. connect the color to input and out value to normal camera in the shader. Then you dont need alpha is luminance and channel flip headaches. Beware that the strength sometimes can be very extreme in either direction so it may look like nothings happening at first.
Use the AOV called N to see just the normal map do its thing when you render and change values.
good feedback, thanks. The aiNormalMap node wasn't working well in this version of Arnold I was using (which was older) I think it works good now. Could've been my mistake but this is how I got it to work in this scene. cheers
Both you and your vid are spicy !!!! I learned some new crispy stuff and look forward to seeing more in this channel ;)
Glad to hear it :)
Police? Yes, this man just changed Maya's layout, he's right here
👀
Great stuff!!
Awesome man. Thank you.
Glad to help!
Thanks man! really useful video and a pleasure to watch :)
great, glad to hear it
this tutorial is lit. I'm starting 3D and watch how to make some render set ups it's helping me a lot bro. Thanksss!!
This video tutorial needs a "like a lot" button. Just got glued to tbe screen from start to finish.
Thank you! Glad you liked it
Super useful! Thank you, man!
Glad it was useful
This is so much information! Thank you vey much for sharing!
for sure, I hope it helps
I can’t thank you enough for your video..
Thank you thank you thank you 🙏🙏🙏
You’re welcome. I hope it helps!
This is definitely helpful.thank you guys.
great info and big help thank you!
Dude thank you so much! I really liked this tutorial!
awesome, glad to hear it
This is AMAZING!!!, thank you soooo much. this is super helpful!
glad to hear it
Thank you for sharing very much !
Love it man. I use Blender, so I gotta look into the Ahhhhhnold. You're fun to watch. Great tips for popping a subject. Thanks!
yea man give it it a shot, glad you liked the vid!
Hey man, love this channel !
🙏
Just use an aiNormal node insted of the old 2Dbump node. Then you can just connect the color output straight into the aiNormal. You can also do that with the old 2Dbump node but I prefer to use the aiNormal. No need for the alpha is luminance anymore : )
🙏
Thank you for this, really needed this, don't know how many times I have to say thank you. :D
I'm glad it helped :)
Can you share the 3D model that you are using ...Please
I love your vids man!
🙏
This is so good
Glad you like it
Awesome!!
great work, where did you get that clay texture though?
Substance source
appreciate it
@@artofjhill
Thank you for making this. 👍
Hope it helps 👍
when i'm about to shoot i just ctrl shift c to copy cam as pers1, lock it, and then i put the old persp in one of the other viewports, to still be able to move around in perspective in the scene :) Are you still convinced its a good idea to use mesh light? I think its one of the least effective ways to luminate things, introduces much noise and very slow render? i only use it if an actual bulb or neon sign ie. need to be a visible light in the scene. think its better to just use the area lights, just my thoughts anyways, thanks for the video
I've noticed that you don't uncheck the "normalize" options in the lights.
I've been told by many that unchecking it makes the lighting results more physically accurate. Which one of the two is it?
Thanks, and keep up the good work!
thank you and no idea. since I don't know anything about it, I'd default to those other people :)
Where to find those HDRI studio images from marmoset or substance files from pc? I have both the software installed
AMAZEBALLZ!! XD
As you promised
Keep it up
Is there any difference between IPR and Preview render?
not sure what you mean by Preview render. The IPR is a continuous render that's "live" and you can either use that to make your finished image or have it render straight to disc with "render sequence" from the render menu. they would look the same
can i use your same techniques and advices from sculpting to render from most of your videos in blender too ?
Maybe. The overall ideas would transfer but not the specifics. I know there is Arnold for Blender but you might as well use Cycles
@@artofjhill ok
Hello bro. thanks for the info. What could be te parameters to activate to render a image 4k?
not sure what you mean. You'd just set the resolution to 4K
Awsome tutorial as always!!
By the way, I came across this issue that when I exported my image from Arnold RenderView, the image appeared to be a lot darker in Photoshop. I know it has something to deal with Save Image Option which you might have forgotten to mention on your tutorial. I wonder what kind of setting did you use for your render above. Would you mind to share?
I tried to mess around with the setting. The alpha was bad when got the correct color in photoshop, whereas the alpha was perfect but the color was way too dark (raw) in photoshop.
Thanks in advance!
Interesting. I imagine it’s a color space issue. If it’s an exr then make it 16 bit in PS to see. Could be related to the color space update in the newer Maya. Not sure. It looks the same as the viewer for me
Hi. As always, a very good tutorial. I have one question for you. When you use NormalMap from Substance Painter on your model, did you meeting UV creases while rendering? if yes, how do you fix it?
I don't think I've had that issue. Need to double check the Y and X direciton and use the aiNormalmap node etc. I'm sure you can get it working clean
Thank you. I translate it to blender for me but the tips are lit. Just a quick question about your skin pack. Do the brushes have also a picture to use in blender or are they only for zbrush?
They are only for Zbrush. I've had the request to include the Alphas for more use cases and I may add those in an update but as of now just Zbrush
Normal Map connection always confused me. Thank you Now i understand it. I have seen people using roughness control maps to control different rougness region of the face. do you know how to do that ?
could also use aiNormalMap which is more straight forward but didn't work well in my older version of Arnold. I used a roughness map in this tutorial. you can also put an aiRange node in between the map and shader which would give you more control over the roughness
@@artofjhill thank you that kind of make sense even from name itself.
It would be really great if Arnold triplanar node could be instanced so you can control its attributes at once? or even better, WHY the hell don't we get a triplanar SHADER node so we just take the shader and be able to apply it in a triplanar way?
agreed
where did you find the info about substance revert at 28min please ?
their documentation academy.substance3d.com/courses/Substance-guide-to-Rendering-in-Arnold
@@artofjhill thanks, i guess i missed this
This hair really suits you :)
How you record the turnaround for the character??? so easily? because HP mesh are requires monster GPUs💀. single frames takes too much time to render.
Been waiting for this, just wish youtube would put this in my notifications not just my feed :/
Btw, J, what do you think about Arnold GPU over CPU rendering? I've been getting more into 3d modelling and rendering, got myself an RTX 3090 ( for games and work of course) but my limited knowledge doesnt quite know the quirks about it, mostly all I know is GPU renders are hella fast and Arnold GPU can only use OPTIX denoise as an IPR beauty pass.
If you have any insight on this let me know Im very curious!
Thanks for the support! I think the RTX rendering stuff lately is great. If my machine could take advantage, I would. My setup is slow at rendering in Arnold so I completely recommend using GPU
@@artofjhill thanks for the response! guess il continue to explore capabilities with it then! can't wait for the next one!
hello! I don't understand how you exported the model from zbrush .. did you do a decimation and a merge of all the subtools? or have you retopolized? is the model to scale?
I just exported the whole scene as an FBX. You can decimate it, I do that to other sculpts. This was just a low res dynamesh so I kept it like that. I scaled it to generally life size in Maya afterward. when you do that, freeze transforms to lock in the scale and have it render correct
You are awesome Sir ❤️👌
🙏
@@artofjhill 🙏❤️
Can we get this file please?
I tried many times to follow the tutorial when I realized than megascans textures in EXR come in red when opened in PS, Do I have to do any tweaks, or is it just the way PS opens these files from megascans?
Great tutorial either way, I'm truly enjoying it!
not sure exactly what you mean. Be sure you're on latest PS it can open EXR. IDK why something would be read. Doesn't sound right. good luck!
What do you mean by arnold is physical render ??
it is unbiased as opposed to biased and is meant to be as close to physical accuracy as possible
i am learning modeling with 3ds MAX . is there any reason beside XGEN people use Maya over MAX?? could these processes be done in 3ds MAX??
there is Arnold for Max if I'm not mistaken. Xgen is a big reason I use Maya and vs Max it also has better UV tools. Hard Surface modelers like Max because of how the modifier stack works. Animators seem to prefer Max too but it's all personal preferences outside of what tools are there. Everything in this video should work with any version of Arnold I would think
@@artofjhill thanks very much for reply.
thanks
Could you please show us how to export normal map and displacement from Zbrush 2020 ? Nice Channel
ty, that would be easy. Use the Multi Map exporter. I may make a video but using that would give you what you need
@@artofjhill Please! Make a video, Beacuse I Dont Know why my normal map always is exported and the map is all blue :( I dont know how to set the normal map settings.
Hi, i’ve seen many chinese artist using arnold for rendering, Arnold looks so good with anime style models. when you try marmoset with real style models looks good, but anime models no so good as arnold… do you know why? The skin in arnold for anime models looks so nice but I dont know why
Hi. Many artists use Arnold because it comes with Maya. Arnold is the most physically accurate kind of renderer so it’s made to make photorealistic things. You can also make things like Pixar style etc but marmoset can also work for stylized things. Arnold is slow too so it wouldn’t be my first choice for a stylized thing
"out alpha of the normal map goes to bump" - whyy!?? Щ_Щ that's why I failed up trying to understand Arnold by glance at ones! was totally confused, it's not intuitive at all(((
by the way, THANK A LOT!
and why is that alpha exits from red channel ??))))))) rhetorical
if you use the "aiNormalMap" node it should work like usual but my version wasn't working so I used this ghetto way. I have no idea why it works but it's in the documentation that way /shrug
👍
Can I bring 63 total million polygon model to maya
You could try lol. Would be slow though if it comes in
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh MODEL?!!?!
aHHHHH!! It's not available
@@artofjhill HAHA I was copying you at 7:14 lol
Render Oven 2.0
lol
You must have deep pockets, Arnold is pricey! I will stick with Iray
Maya comes with Arnold, it's $250 a year. that's not THAT much. most people spend more on coffee. which I also do...
Eminem?
Is it Scarlett Johansson?
nope
That was not a poopy sculpt!
1st