Character Modelling in Maya
Passes for Postproduction and Final Adjustments
A course by Fer Aguilera Reyes , Illustrator and 3D Generalist
About the video: Passes for Postproduction and Final Adjustments
Overview
“Here we will create the passes of Beauty, ID, Zdepth and Ambient Occlusion for photoshop, as well as the last settings of our scene to go to the final render. ”
In this video lesson Fer Aguilera Reyes addresses the topic: Passes for Postproduction and Final Adjustments, which is part of the Domestika online course: Character Modelling in Maya. Learn to conceptualize and illustrate characters in 3D.
Partial transcription of the video
“During this lesson. we'll finalize our scene adjustments. set up the necessary passes. and export to Photoshop for further editing. Now we're going to export our passes and final image to Photoshop. I have very few; I'm just using the basics for post-production in Photoshop. This will be the beauty pass. which is a default ID. I'll show you how do it. This is an ID that's one of the most challenging to produce. However. i'll guide you through my process for creating Ambient Occlusion. which is essential for generating accurate contact shadows. Additionally. i introduce the SIDEP technique. ...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Character Modelling in Maya
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Category
3D & Animation -
Software
Adobe Photoshop, Maya -
Areas
3D, 3D Modeling

Fer Aguilera Reyes
A course by Fer Aguilera Reyes
Fernando Aguilera is an illustrator and 3D artist. His works are characterized by his use of color and exaggerated figures.
Fernando is passionate about 3D illustration. He is fascinated by the freedom that modeling gives him when it comes to discovering new processes and tools. In fact, his work process differs depending on the project at hand, since he focuses more on the idea and how to carry it out than on continuously polishing the same technique.
Throughout his career as a 3D artist and illustrator, he has worked in different fields. At Rockstar VFX he collaborated with the advertising department, at Zebra Studio he developed his work as a 3D generalist, at Lienzo he modeled for video games, and at Huevo Cartoon he worked as a lightning artist.
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