
Learn rendering across Arnold, Unreal, Marmoset, and Sketchfab, from Substance Painter materials to preferred render engines, with custom image-based lighting, packed maps, and a Maya turntable, plus quick VR prep.
Export textures from Substance Painter using the PBR metal-rough workflow with Arnold standard settings, clean up naming, and organize four-k maps for Maya pipelines, plus export the panorama environment map.
Organize a Maya render workflow by creating a project folder, managing source images and panoramas, and saving the scene. Set up Arnold sky dome lighting and HD 720 render settings.
Attach Substance Painter maps to four texture sets on the frame components, then configure color, metallic, roughness, normal, and emission in Arnold using standard surface.
This lecture shows creating tire and motor materials with a standard surface, adjusting base color, metallic, roughness, normals, and emission, then previewing in Arnold and optimizing render settings.
Learn to diagnose and fix inverted normals by inspecting renders, inverting red and green channels of normal maps in photoshop, then reassigning textures and re-rendering for correct shading.
Adjust render settings to optimize anti aliasing, sampling, and test resolution, verify color and alpha channels, and create layered AOVs with emission and ambient inclusion shaders.
Learn how to export and composite render passes in Photoshop using AOVs such as ambient occlusion, emission, and id passes, with color management, transparency, and layer techniques.
Master render workflow in Maya using render sequence to avoid watermarks, save as TIFF with alpha, and compose passes in Photoshop using layers, ambient occlusion, id masks, and blending modes.
Render a turntable of the motorcycle using a perspective camera from frame 1 to 72, saved as a turntable render pass in a dedicated folder, with a linear 72-frame sequence.
Discover how to create a turntable render in Maya, organize image sequences, preview with f check, composite in After Effects, and export using lossless settings with Adobe Media Encoder.
Export textures from Substance Painter to Unreal Engine 4 packed maps, including base color, occlusion, roughness, metallic, and normal maps, then export the bike geometry from Maya.
Import a bike model with materials into Unreal, assign textures, and configure a packed map by channels—ambient occlusion, roughness, and metallic—alongside base color and normal maps.
Explore how packed maps embed ambient occlusion, roughness, and metallic data into a single texture by isolating red, green, and blue channels, and apply them in Unreal materials.
Preview emissive materials on different objects, adjust brightness, and fix glass opacity by setting the blending mode to masked; troubleshoot menus using high contrast or the space bar.
Explore Marmoset's real-time web-based viewer to inspect models from any angle, view wireframe, gloss maps, reflectivity, and normal maps, and learn setup basics in this intro.
Export textures to a dedicated Marmoset maps folder using PBR metal rough, export the model and texture sets for Marmoset. Adjust the environment lighting and image-based lighting for realistic reflections.
Import and apply materials to the model in Marmoset, adjust normals, roughness, albedo, and metallic settings, then tweak sky lighting to match Substance Painter.
Adjust render settings, shadows, and lighting in your scene to improve realism, using features like shadow catcher, global illumination, ambient occlusion, and watermark.
Export polished renders from Marmoset with adjustable image size, sampling, and format, and preview results in the Marmoset viewer. Share interactive models to ArtStation or Sketchfab.
Explore Sketchfab as a real-time web viewer for 3D models, similar to Marmoset, inspect base color, metallic map, roughness, normal maps, wireframes, lighting, and post-processing, plus virtual reality viewing.
Export textures from Substance Painter to Sketchfab with one-click workflow for albedo, roughness, metallic, normal, and ambient occlusion. Compare automatic triangulation with manual export to preserve edge flow.
Upload a 3D model to Sketchfab, adjust environment and lighting with HDR backgrounds, apply materials, and fine-tune reflections and shadows to showcase the motorcycle.
Import and apply maps for the motor, frame, tires, and basket using a pbr workflow, setting base color, metallic, roughness, normal maps, and ambient occlusion to enhance realism.
Explore post-processing filters in Maya, Unreal, Marmoset, and Sketchfab, adjusting glass transparency, screen space reflections, ambient occlusion, depth of field, bloom, tone mapping, and anti-aliasing to enhance renders.
Highlight parts with annotations in sketchfab, showing names, description boxes, and interactive rotation and zoom, while animations from maya to sketchfab via fbx are demonstrated.
Explore sketchfab's virtual reality view to scale models, place them on the floor or float at hand level, and teleport around to inspect life-size objects with Oculus Quest.
Explore three-point and two-point lighting, switch between directional, point, and spotlight, and adjust position, intensity, and angle while observing shadow catchers and baked shadows with post-processing.
Frame and adjust the Sketchfab camera, save a preferred preview, explore 2d 3d maps and wireframe views, and embed or upload your Sketchfab model to ArtStation for a polished portfolio.
Rendering Tutorial - Maya (Arnold) / Unreal / Marmoset / Sketchfab
[3hr 36min] Project Files Included
This is a step-by-step tutorial showing how to render a realistic motorcycle in Maya, Unreal, Marmoset and Sketchfab. This course is designed to teach you how to take your materials from Substance Painter and transfer them into your render engine of choice. In the Maya lessons you will learn how to attach files to a material using proper color space. You will also learn how to render AOVs and render out a seamless turntable. Photoshop is used to show how to invert normal maps and create custom backgrounds for renders. You will be using blending modes and alpha channels to dial in your final renders. After Effects will be used to compile your image sequence from Maya to create a video file. The Unreal lesson show the PBR workflow and how to use Packed Maps to help optimize your scene. In Marmoset learn how to create the slick "layered" videos that allows users to view different aspects of your model. Finally in Sketchfab will cover all the 3D settings including prepping your model for VR.
Files:
All files need Maya 2020 or newer to open
Unreal, Marmoset, SketchFab, Photoshop, and After Effects are also used in this tutorial
Video Tutorials
There are 29 Video Tutorials averaging about 10 minutes per video. These can be viewed in order or feel free to jump into any lesson to just learn a specific technique.