Look Development

Week 15 – Friday 2018/Jan/05 – Artistry and Technical

We’re trying to figure out how our cartoon world will be textured, shaded and composited. I tried making some simple textures in Substance Painter and brought them into Maya with the aim of combining them with a cartoony shading and lighting method.

 

 

I tried applying toon shading with the facing ratio shader to my tree model (Arnold tutorial) but did not like the result as it doesn’t pay attention to my light setup.

 

 

I’ve been trying to figure out how to render lights separately in Arnold for a long time and it turns out that it’s extremely simple. I found instructions for using AOV light groups on the bottom of this page:

https://support.solidangle.com/display/A5AFMUG/AOVs

By rendering lights separately we could maybe play with the contrast in post for getting the look that we want? Somewhere between cel shaded and having soft glows in places. This is what I’ve got from Nuke so far by rendering direct and indirect AOVs for three lights: dome, key directional and rim:

 

 

This tutorial was useful for UV unwrapping the tree. It makes the process as automated as possible, using planar mapping, auto-seams, unfold and layout functions.

 

Andrew has shared this rendering tutorial with us which will hopefully help our look development.

https://gumroad.com/l/CCGCb

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