Free Lesson: Spiderman Halftone Toon Shader for Maya and Arnold

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welcome to this free lesson from a larger course you can access on digitalcreatorschool.com my name is lucas ridley and i am the instructor of this course i hope you enjoy and don't forget to subscribe like and comment if you enjoy this or want to see more like it thanks for watching welcome to the first lesson in this course i wanted to give a brief overview of how we're going to create this shader really quickly so we're basically going to have three different networks that come together at the end we're going to create the highlights the mid-tones and then the shadows and so then we're gonna pipe these in together and into one shader and so it'll be a lot of networks uh within here and a lot of connections that'll get a little complicated but i'll walk you through step by step how to make it so you'll understand exactly why and how to do everything but most importantly why are we doing and using the nodes that we're using in this network in here right so this is where the magic happens and how we will create the shader so let's jump right in into a new scene in maya and i'm going to open up this crab scan it's from 3dscans.com which has a lot of scans that are good and have no copyright [Music] restrictions on them so you can use them for whatever you want so we have this crab i'm just going to lift it up off the ground a little bit and make a ground plane real quick and there might be some steps i i skipped through a little bit because this is a more advanced tutorial so you know saying the poly modeling shelf is over here and click the plane and all that kind of stuff i might just not not say it as much because hopefully you've taken my other classes by now and you are an intermediate or advanced user so i want that plain because i want to be able to see the shadows uh later and also show you how the outline works on the toon shader because if we if it's just black behind the object you can't actually see the outline of that but the outline itself is going to come at the very end so we're not going to even though we're using the tune shader we're not going to see the outline until the very end of the shader network all right so because we need to put all that stuff together and then we'll put the the edge on top of that so the first thing we need to do is to create a tune shader so i'm going to select the crab right click go to assign new material and then i'm going to choose an arnold a itune and then the first thing i'm going to do is open up the hypershade and what we're going to do is use the tune shader is basically like a mask and we want to um constrict you know when we're doing the highlight the mid-tone and the shadow we're going to use a mask with a ramp to control each one of these the highlight the mid-tone and the shadow are each going to have their own ramp that's going to control the mask of where those things should be shown on the model and for us to be able to show that we actually need a light so let's create a light super quick just so we can see this once we start testing the render i'm just going to use a directional light and i can't emphasize enough lighting is incredibly important to this effect so you want you really want to know how this thing is built because as soon as you get this in a new lighting situation you're going to need to dig in and adjust some settings in the shader so it works and the halftones are showing up where you want them because it's very very light dependent so for right now i'm just going to use a directional light set at intensity of one but if i was to crank this up it would totally change where those masks are going to be because the brighter it is you know the the bigger the highlight so um right now we're going to create the highlight with that a itunes shader that we just applied to the crap so with the crab selected i'm going to click this little button here to map the ai tune that we just assigned to it and then the next thing i'm going to do is to add a ramp i like to hit tab on my keyboard while my mouse is over this window to get the search box up and then just type in ramp and we want the texture version all right we just want the normal just the run-of-the-mill ramp so i'm going to click drag select both of those and drag them over here and i'm going to try to keep this stuff big on the screen so you can see it i'm going to get rid of this because i don't use that anyway i like to hit the tab in this window so we have let's just go ahead and name this stuff from the beginning to help keep this organized i wanted to just quickly interrupt the video to remind you to subscribe to the channel if you like videos like this let me know also hit the bell notification icon so you get notified when new videos come out like this and give a thumbs up and a comment if you want to see more like it or to suggest a video that you'd like to see thanks for watching so we're going to be working on the highlight so i'm going to call this highlight underscore because like i said if if you're i'm going to call this highlight mask if your lighting situation changes you're going to need to dig in here and you really want this stuff organized and labeled right so you can quickly see which node you want to get into to adjust so on the on this tune shader for the highlight we're just going to skip the edge options up here at the top the edge and silhouette we want to map in this ramp by middle mouse dragging it into the tone map all right so when we do an arnold render view and this is basically the effect we're going to have here in a second and i hit play you know it doesn't look like that but that's the effect we're going to go for and i have 3d manipulation on here so i'm just going to turn that off so i can reframe this a little bit and i'm going to turn 3d manipulation back on so i can have these kind of side by side oh i guess that re it makes it to fit the window that is okay so we have our hyper shade and we have our render preview and it doesn't look like much is happening it doesn't even look like a tune shader really even though we have this tune shader applied so like i said this is going to be the mask so we want to use the ramp to control this masked area so as soon as we start dragging the positions of this you can see we're constricting where the light is affecting it so we're effectively making a mask here and let me just check something in the tune shader i want the weight of this to be one by default it's point eight and so we're not this is why this is looking a little bit gray i want that to be at one um just to make sure that that is getting the full effect of the base color so we we are basically controlling where right now we're controlling where do we want the half tone of the highlights to show up so if later on like i said the lighting changes and i'll just show you real quick what i mean by that so we have the light here and as soon as i start to crank up the intensity you can see the ramp that we made just now gets kind of jacked up and changed a lot just from barely changing the intensity of the light so you want to be careful with that and definitely understand how the shader is built so that later on if you need to you can adjust where the mask is which we may need to do later on in the course as well so i'm going to try to get this in a good spot and i'll maybe take it down a little bit the other direction here and i think that's looking pretty good you know of course highlights you know shouldn't take up the whole thing um and so i'm trying to reduce it and we can deal with that later but basically this is the first step of the process we've made the mask for the half tone of the highlight and so what we're going to use this to do is drive where the halftones are but also their size and that's why it's important to keep this interpolation between these two positions to be a gradual thing because we're basically going to take the position and color of these into a range node and remap it and we'll get to into that in the next lesson but just know that you know you've succeeded you've made the mask for this and we've created the first step in this network of shaders here on this step here so we have a lot of steps here to go to get to where we can combine all of them together so we're going to make the highlight first in the next series of lessons and then we'll move on to the mid tones and kind of repeat the same process and same deal for the shadows but these each are going to be slightly different um you know we'll adjust them so they don't look exactly the same these two the highlights and mid tones are going to be half tone and the shadow is going to be cross hatched what i mean you know half tone is are the dots and cross hatch is the um the straight lines so and when i talk about knowing how this is made to mess with it yourself the other ver there's a lot of different ways to do cross hatch one is just you know having one directional of lines and the other is to do two so you know you could have a second network of shadows down here um now that you know you know at the by the end of this course you'll know how to make these and add them all together so uh it's really up to your creative [Music] ideas to how you want to combine all this stuff after after you learn how to do all of it so look forward to seeing you in the next lesson where we will actually make the halftone for the highlights and do a little more complicated work in the hypershade thanks for watching and i'll see you in the next lesson thanks for watching this free lesson if you want to see the entire course you can become a member at digitalcreatorschool.com to get the course in its entirety as well as all the courses available on the website in addition to all future courses that will be published as a monthly or annual member you can cancel anytime i will see you there and don't forget to subscribe like and hit the bell notification icons as well as leave me a comment if you want to see more videos like this or if you have a suggestion for a video you'd like to see in the future thanks for watching
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Channel: Animators Journey
Views: 10,849
Rating: undefined out of 5
Keywords: Spiderverse, Spiderman, toon shader, halftone, half tone, Maya, arnold, spiderman material
Id: Aifk93ILAOs
Channel Id: undefined
Length: 11min 5sec (665 seconds)
Published: Tue Mar 30 2021
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