Very nice tutorial, as always! I would add that there are IOR preset values for skin (1.4) and sss_color in the standard_surface attributes that are easy to miss (click on the three horizontal lines).
The RAW maps are usually link using the alpha. So need to make sure "alpha is luminance." is checked. Since in that video everything is manually set in hypershade they don't have the issue. Displacement like bump map are always with alpha luminance checked. But if let say you don't use hypershade and connect your map directly in the material from the attribut editor you won't see the connection it make. Like the specular roughness map is raw. Need to be manually set alpha is luminance if not you specular roughness map will be register as Black.
funny though making the subsurface map at 100 percent does not always work well. sometimes you have to balance the diffuse aspect with a lighter colour to make it look good i never copy other peoples settings as there are too many variables to make it look consistent
We actually have two courses you might like! :) flippednormals.com/product/introduction-to-modeling-in-maya-16644 flippednormals.com/product/introduction-to-maya-2435
Hi there. I am facing a issue with one of my 3D model where the veins i have sculpted in the zbrush seem to get extruded inwards rather popping out WHEN I RENDER IT in arnold. I have tried inverting the green channel on normal map but nothing works. Is it something to do with the displacement map? Please help me as i need to prepare it for my portfolio!!!
When ever I used subsurface scattering in maya. The normal map is not working on render. If I turn off subsurface. It works fine. Please tell me the solution to fix this issue
what is your aces configuration on this case? because I see that you put on srgb the color map, normally in other videos with aces they set on acescg but I dont know what should be the correct