1. Setting up Camera
Open Maya. Open the file that was saved in the last part of the tutorial.
Create a surface plane on the perspective grid as shown in the following image.
Increase the values of Patches U and Patches V to 18.
Jump in the control vertex selection mode and edit the shape of the plane as shown in the following image.
Go to Create > Cameras and then select Camera tool to create a camera.
With the camera selected, go to Panels menu in the panel menu bar and then select Look Through Selected command as shown in the following image.
Rename the camera as My_Shot_Cam.
2. Setting up Arnold Render
Go to Arnold > Arnold Render View to open the Arnold Render buffer view.
The render view looks dark, because there is no light in the scene. So you need to create the light.
3. Creating Sky Dome
Go to Arnold > Lights > Skydome Light as shown in the following image.
Render the scene once. You need to improve the lighting set up to get the perfect rendered frame.
In the Skydome Light attributes, click on the colour checker button to import the HDRI image file.
In the Create Render Node window, click on File button as shown in the following image.
In the Open window, select the desired HDRI file and then click on Open button.
Render the frame. you will see a slight different ambiance of the lighting environment. Still, you need to play with several properties of lighting to get the desired result.
Turn on Use Color Temperature check box with the values of Temperature as 7500, Exposure as 2 and Samples as 4 as shown in the following image.
Now render the frame. You will see some better result of lighting as shown in the following image.
4. Creating Background Material
With the background surface mesh selected, make a right click and select Assign New Material option in the fly out menu.
In the Assign New Material window, select Arnold followed by aiStandared material shader.
In the aiStanderard material attributes settings, change the colour of Diffuse to brown dark and values of Specular to 0.015 and Reflection Weight to 0.070 respectively.
In the rendered frame, you can see the reflection in the floor which you can change anytime if you want.
5. Creating Body Paint Material
With the indicated body parts selected, apply aiStanderard material as well.
In the aiStandard material attributes, change the Color to light green and the values of Diffuse Weight to 0.747, Specular Weight to 0.040 and Roughness to 0.300.
You can see the rendered frame in a bit different colour.
With the indicated ball mesh selected, apply aiStanderard material and rename it according to it.
In the aiStandard material attributes setting panel, change the colour to dark brown with Diffuse Weight value as 1.00, Specular Weight value as 0.090 and Roughness value as 0.445.
You can see the rendered frame as shown below. You can always change the colour of the mesh as per your need.
With the indicated head light mesh selected, apply the same material as well.
This time, change the colour to dark red with the values of Diffuse Weight as 1.00, Specular Weight as 0.145 and Roughness as 0.125.
Rename the material as Head_Light.
With the knee ball mesh selected, go to Show > Isolate Select > View Select or press Ctrl-1 key.
In the face selection mode, select the faces where you want to apply the different kind of material. With the faces selected, go to Edit Mesh > Extract and click on the option box.
In the Extract Options window, turn off Separate extracted faces option and then click on Extract button to apply the Extract command.
With the same faces selected once again, make a right mouse click and go to Assign Existing Material > aiStandard _Paint.
With the indicated face patches selected, make a secondary mouse click and go to Assign Existing Material > aiStandard _Paint.
In this way, you've applied two different materials on the mesh. With the leg mesh selected, go to Edit Mesh > Extract command.
Apply aiStandard material on the selected mesh as you did before.
Rename this material as Steel_Metal. In the Attribute Editor, change the colour to black with the values of Diffuse Weight to 0.00, Specular Weight to 1.000 and Roughness to 0.300.
With the rest part of the mesh selected, make a right mouse click and go to Assign Existing Material > aiStandard _black_metal as shown in the following image.
In this way, you have applied two different materials on the leg mesh as shown in the following image.
You can see the rendered frame as shown in the following image.
Following the same way, apply the same material to the thigh balls too.
Following the same way, apply the same material to the upper area and both hand elements as shown in the following image.
In the same way, apply the same material to the head and neck elements also.
All materials for robo body parts are completed.
If you want to change the colour of the body material, you can do so by changing the Color value as shown in the following image.
6. Setting of Final Render
Open Render Settings window by clicking on the render tab button as shown in the following image.
In the Render Settings window, click on Common tab. Select HD_1080 preset with the Width as 1920 and Height as 1080.
In the Arnold Renderer tab, change the values of Camera(AA) to 8, Diffuse to 2 and Glossy to 2 to enhance the render quality.
In the Ray Depth settings, change the values of Total to 10, Diffuse to 4, Glossy to 4, Reflection to 4 and Refraction to 2 for the best rendered image.
Go to Arnold > Arnold Render View to render the final image.
You can see the three variants of the rendered image in three different materials for your reference.
Subscribe below and we’ll send you a weekly email summary of all new 3D & Motion Graphics tutorials. Never miss out on learning about the next big thing.Update me weekly
Envato Tuts+ tutorials are translated into other languages by our community members—you can be involved too!Translate this post