On Chevy Joyride, the team was responsible for implementing Arnold into the Maya lighting pipeline at Psyop. This was one of the first MtoA rendered jobs in the industry.
I was responsible for a huge part of the research and development to integrate the new rendering engine into the pipeline. Tools included look development workflows, scene assembly automation, and a hugely overhauled AOV system that replaced the initial MtoA implementation. Beyond the technical tasks, I took on tasks such as character and prop look development, lighting, compositing, and setup of scene assembly workflows.
The image above is nearly 100% 3d, excluding the grass plate that is in the left third of the image. The car and characters were rendered in MtoA. I was responsible for final lighting and compositing, as well as misc character look development.
Character Look Development
Responsible for shader and hair look development.
Responsible for texture, shader, and hair look development.
Responsible for shader and misc texture look development.
Responsible for shader look development.
Below is a shot lighting and compositing breakdown.
Below is the final spot for Chevy: Joyride (Psyop).