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Hollywood VFX with Maya and Nuke

3D Artist, Jun-Eun Kim




Class Details




3DArtist,Jun-EunKim_김준은 Details

Intro

Class Intro
3D Artist, Jun-Eun Kim

"It's important to understand
when, where, why, and how
to use Maya and Nuke."


It's hard to find a "field experienced" lecturer
and even harder to find one
with international industry experience
offering Maya classes.


This class will teach you
what you need to know to create artwork
using the 3D Tool Maya:
From HDRI to LookDev, lighting, final rendering,
image manipulation, and even the theories behind it.

Get access to the industry knowledge
and work process of 3D Artist Jun-Eun Kim
and tap into his 14 years
of Major Hollywood film-making experience.

Class
Breakdown

Coloso Class Breakdown Details 1
Content

Length: 30 videos
(13h 35m)
Difficulty: Advanced
Unlimited views

Coloso Class Breakdown Details 2
Video Details

Audio: Korean
Subtitles: English

Coloso Class Breakdown Details 3
Software Required

Maya version 18
Nuke 11

Coloso Class Breakdown Details 4
Perks

1 practice exercise
8 Nuke files, photographs
Over 30 scanned images
65 VFX source images, Modeling source

Hollywood Film 3D Artist,
Jun-Eun Kim's Profile & Portfolio

Coloso Jun-Eun Kim  Hollywood VFX with Maya and Nuke
Coloso Jun-Eun Kim  Hollywood VFX with Maya and Nuke

Recommendations

Instructor

Jun-Eun Kim
3D Artist


Hi, I'm 3D Artist Jun-Eun Kim.

I'm currently a Senior Lighting Technical Director
at ILM in Vancouver, Canada.

Working at the internationally famous VFX studio
since 2006 (over 14 years),
I've been able to take part in films
such as The Avengers, the Spiderman series,
Black Panther, Aladdin, and more.

I've met many who have learned Maya
but struggle to use it to its fullest potential
when working in the field.

I'll be sharing personal insights
obtained over the years
to show you how to use Maya efficiently a
nd produce high-quality results.

Background images
Coloso Jun-Eun Kim
3D Aritst,
Jun-Eun Kim

[Current]
Senior Lighting Technical Director at Industrial Light & Magic

[Former]
Senior Lighting TD/Compositor at Luma Pictures
Roto Artist / Lighting TD at Iloura (Method) Modeler at Rising Sun Pictures

Recognizable
Projects & Awards

[Projects]
Jungle Cruise(2020)
The Irishman(Netflix)
Aladdin (2019)
Alien : Covenant (2017)
Ant-Man and The Wasp (2018)
Black Panther (2018)
Thor : Ragnarok (2017)
Spider-Man : Homecoming (2017)
Doctor Strange (2016)
Captain America: Civil War (2016)
Deadpool (2016)
Ant-Man (2015)
Avengers: Age of Ultron (2015)
Mary Poppins Returns (2018)
A Wrinkle In TIme (2018)
Underworld 5: Blood Wars (2016)
The Last Witch Hunter (2015)
Insurgent (2015)
I, Frankenstein (2014)
Thor: The Dark World (2013)
After Earth 2000(2012)
Killer Elite(2011)
The Warrior’s Way(2008)
Harry Potter and The Half Blood Prince(2008)

Vimeo

6 Class Exercises


Highlights

Class Highlights

LookDev, Rendering, and Merging: Real-world insights from Hollywood!

Learn not only about color charts, HDRI production methods, lighting, and merging but also take a look into samples using LookDev with Arnold Shader - which is an essential part of 3D work in live action films.

Coloso Jun-Eun Kim Introduction

Rendering & Composition Tips for Natural Results

After creating a render setup, you'll learn to merge in Nuke and connect the results of CG rendering to live film.

Coloso Jun-Eun Kim Introduction

The Best VFX Files From an ILM 3D Artist

Develop insights you can apply to your own assets and characters with information about plate shoot videos, HDRI, camera tracks, and how to setup Maya.

Coloso Jun-Eun Kim Introduction

Class Details
You'll Learn

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Curriculum

Curriculum
In-Depth Look

SECTION 01. OT

01. Orientation

  1. Instructor Introduction: Profile
  2. Class curriculum and design philosophy/attitude
  3. Practice sample file directory: content & vocabulary
SECTION 02. Arnold Shader: A to Z

02. Preparing Lookdev

  1. Basic Maya settings & model settings for Lookdev
  2. Creating shaders for cars with a free Lookdev kit

03. Car Paint Shader

  1. Creating an asset Lookdev with Arnold Car Paint
  2. Deciding base color and capturing depth & photo-realistic details

04. Glass Shader

  1. Creating simple car glass textures with aiStandard shader
  2. Applying the blueness and uneven surface effect on glass

05. Headlight Shader

  1. Creating complex structured headlights with previously practiced textures
  2. Creating headlight bulbs through Meshlight & setting up AOV

06. Tire Shader

  1. Simple but realistic car tires using a basic rubber texture and curvature shader in aiStandard

07. Completing Lookdev

  1. Multiple textures on tires
  2. Finishing off an interior and small components
SECTION 03. HDRI Filming and Equipment Usage at ILM

08. Equipment and Filming

  1. Filming equipment & Nodal: Settings and how to use them
  2. Film settings used at ILM
  3. Using chrome/grey balls and color charts

09. Processing Raw Files

  1. Editing & correcting images with Raw Therapee
  2. Reducing camera noise & adjusting white balance

10. Creating HDRI with PTGui

  1. Overall theory and instructions on control points, editing and viewing spherical panoramas, stitching HDR panoramas, and masks
SECTION 04. Optimized HDRI for Lighting

11. Adjusting HDRI

  1. How to use spherical transform nodes and sample case
  2. Understanding paint nodes
  3. Erasing tripods and color charts

12. Color Calibration

  1. Matching the colors of an HDRI camera & video camera
  2. Adjusting brightness levels through color charts
  3. Match-grade through grade nodes

13. Extracting Light Textures

  1. How to extract lighting textures for light settings in Maya
  2. Cutting out light textures with spherical transform
SECTION 05. CG Set Lighting in Maya

14. Light Rig Set-up

  1. Locating HDRI in a 3D space
  2. Understanding plate projection principles
  3. Creating shadows with an AO shader
  4. Creating an HDRI shader

15. Lighting Settings

  1. Applying lighting textures
  2. Lighting calibration through chrome grey sphere

16. Car Set-up

  1. Creating headlights & tail-lights with IES light
  2. LPE expression
  3. The concept of light groups used for AOV
SECTION 06. Optimized Arnold Rendering

17. Car Layers

  1. Creating layers with Maya's render setup
  2. Collection concept & usage
  3. Matte explanation & set-up
  4. Basic AOV set-up for image manipulation

18. Shadow Layers

  1. Creating shadows with projection shader & shadow matte shader

19. Headlight Layer

  1. Creating road render layers with headlight flash
  2. Creating background scenery with projection shader & aiStandard Shader
  3. Applying LPE expression to AOV creation

20. Fog Layers

  1. Creating fog with aiStandard volume shader
  2. Difference between aiStandard volume & aiAtmosphere volume
  3. Adding detail to fog with aiNoise

21. Steam Layers

  1. Creating steam with aiStandard volume shader
  2. Adding detail to steam with aiNoise

22. Optimized Car Rendering

  1. Common tab settings for batch render
  2. Arnold's adaptive sampling concept
  3. Optimizing with AA_inv_density AOV & low light threshold

23. Optimized Final Rendering

  1. Applying Arnold Optimization to remaining layers
  2. Concept of clamping and a sample case
  3. Optimized AOV: How & Why

24. Nuke Optimization Tips

  1. B Pipe (B over A) theory
  2. Optimizing with Bbox & Shuffle

25. Preparing Plates

  1. Decreasing plate noise with denoise node
  2. Extracting grain from denoised plates
  3. Creating channels by shuffling the extracted grain

26. Light & Shadow Manipulation

  1. Adding shadows with AmbientOcclusion, Projection Shader, ShadowMatte
  2. Adding lighting with LPE divided lights to roads

27. Car Manipulation

  1. Understanding Convole & Kernel
  2. Adding natural coloring to cars with Grade
  3. Creating headlight light scattering with Convole
  4. Adjusting a car image to match camera lens quality with Shuffle
  5. Headlight LED Blinking with simple Nuke expressions

28. Fog & Steam Manipulation

  1. Creating accurate tracking information with Reconsile3D node
  2. Adding detail to fog & steam with noise

29. Lens Flare Manipulation

  1. Creating lens flare without plug-ins
  2. Fixing tracker node made lens flare on cars

30. Camera Grain Manipulation

  1. Understanding camera noise
  2. Applying camera grain to cars

Interview
with 3D Designer Jun-Eun Kim

Background images
Question.01
What are your strengths
as a 3D Designer?


I'm great at grasping the background of principles as well as memorizing and applying techniques. Only with this deep understanding can someone efficiently use and create techniques. With this personal philosophy, I plan to answer questions, such as how to use HDRI, that many aspiring and even current artists in the field are curious about.

Question.02
What is the goal of this Class?


I wanted to create a comprehensive class with helpful tips based on my 14 years of movie-making experience: Create cutting-edge portfolio pieces by adding your own assets and animated characters to the Plate video footage, HDRI, Camera Tracks, Maya Set-ups, image merging & manipulations formats provided in my class.

Question.03
Why should I choose this class on Coloso?


Unlike other Maya tool tutorials, this class will thoroughly teach you the exact purpose and usage of each tool. I've planned this curriculum with sources that help you understand, operate, and lead to high-quality results.

Question.04
Who can benefit from this class?


This class is for everyone! From those who know the basics of the program but don't know how to use it further, those working on their portfolio, and those already working in the field but are curious about the systematized Hollywood VFX work process.

Required Programs

This course will use the following programs. Please install the programs in the version listed below.
- Maya version 18
- Nuke 11

* Maya ver.18, Nuke ver.11 is recommended but previous versions will not be of problem.
* Nuke trial version is also suitable for this curriculum.
* All programs and requirements will not be provided

Maya Nuke

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