Work in progress
Skin Shenanigans:
Up Close and Pixel-Personal
I used Arnold’s aiStandardSurface with subsurface scattering for a natural glow, tweaking brightness, contrast, hue, and value in Maya’s HSV node.
For detailed facial textures in Arnold MtoA, I mixed specular maps and SSS to create realistic pores and tones, refining the jaundice-like yellow skin.
In close-up shading, I emphasized epidermal and specular layers for a natural sheen, adjusting for authentic variation.
Garment:
From Flat Fabrics to Fancy Folds
I simulated classic fabrics in Marvelous Designer, exported them to Maya for integration, and textured them in Substance Painter for added details before rendering in Arnold.
I blocked and refined historical garments in Marvelous Designer, adjusted fit in Maya, added patterns and materials in Substance Painter, and then rendered them in Arnold.
Marvelous Designer handled the simulation, Maya managed rigging, Substance Painter provided texturing, and Arnold created the authentic period appearance.