Photoreal Automotive Shading and Lighting 2025

This live and online course will teach you how to create textures, shaders, build environments and light and render photoreal vehicles.

On-demand
Tutor
Jahirul Amin
Enrol on course for £399.99
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Learn how to prep, texture, shade and light photoreal vehicles

Photoreal Automotive Shading and Lighting is is an on-demand course where we will teach you how to prep, texture, light and render a photoreal vehicle under different setups.

We’ll start by prepping our vehicle before moving into the texturing and shading process. Here we will create a series of car paints, leathers, veneers, metals, plastics and other shaders. Following on from this, we’ll create a full CG studio setup and cover the process of rendering out multiple elements that we’ll then be able to push in post.

We will then look at creating a full CG environment setup and lastly, we’ll cover the process of creating a setup using a HDRI and backplate.

We’ll be presenting this course in Maya, however, you will be able to follow along in any other application as all the concepts for the setups will be compatible for any app that is PBR-based.

Students who enrol on the course will also have access to our on-demand course, Introduction to Maya 1001, to ensure you are ready for the course from the offset, and thanks to the extremely talented Clément Feuillet, the course comes provided with his highly detailed Honda NSX-R model, complete with production quality UVs and texture maps for the tires and the rear lamps.

We are also happy to have HKV Studios support us on the course and they’ll provide enrolled students with a whopping 40% discount for any vehicle from their site. We ourselves for this course will be using assets from the HKV Studios Library.

Course Details

  • Type: On-demand
  • Level: Intermediate
  • Format: Video on-demand
  • Lessons: 12
  • Tools: Maya, Arnold, Substance Painter, Photoshop, Nuke
  • Prerequisites: Introduction to Maya 1001
  • Course Access Time: Lifetime

Understand how to render photoreal vehicles under different lighting setups

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Lessons in this course

  • Week 01. Gathering and Analysing Real World Reference

    To kick things off, we'll be out exploring and gathering reference of vehicles to support our texture/shader creation process.
  • Week 02. Prepping your Asset

    In this lesson we'll prep our vehicle asset, set our show scale, create a test environment and light rig, create our hero cameras (F3Q, SIDE and R3Q) and look at how we'll subdivide our geometry at rendertime. 
  • Week 03. Prepping your Material Development Scene

    In this lesson, we'll replicate our studio shoot environment in CG, allowing us to replicate our materials in a like-for-like environment.
  • Week 04. Creating your Vehicle Shader Library

    Now that we have our look development setup up and running, let's create our paint shaders (gloss, solid, satin and pearlescents), leather shaders, alcantaras, metals, plastics, glass and more.
  • Week 05. Developing our Vehicle Materials

    In this lesson, we'll continue to develop our materials only now we'll work in context with our full car look dev setup.
  • Week 06. Lighting your Vehicle in a Studio - Exterior

    In this lesson, we'll first create a series of 'Hero' exterior cameras and then focus on lighting an exterior shot within our studio environment. We'll look at using a combination of direct and indirect lighting techniques to bring out the shape of the vehicle and the material qualities. We'll also create custom light rigs for parts of the car, such as the wheels and headlights.
  • Week 07. Lighting your Vehicle in a Studio - Interior

    In this lesson, we'll set up 'Hero' cameras for the interior of the car and then focus on a single view to create a high-quliaty photorealistic render.
  • Week 08. Creating a Full CG Interior Environment

    With our studio shoot complete, let's create an alternative interior environment. We'll start by once again gathering reference of a real-world location and then we'll use that reference as the basis for our digital environment, which will include modelling and UVing, texturing and shading our environment.
  • Week 09. Lighting your Vehicle in a Full CG Environment

    Let's now get a little creative and light our vehicle within our full CG environment. We'll use the basis of the environment to influence our lighting but then we'll push the setups to bring out the core design lines of the vehicle.
  • Week 10. Capturing Real-World Lighting and External Environment Data

    Let's now get a little creative and light our vehicle within our full CG environment. We'll use the basis of the environment to influence our lighting but then we'll push the setups to bring out the core design lines of the vehicle.
  • Week 11. Lighting your Vehicle into a Backplate

    With our external environment prepped, let's now light the vehicle so it sits believably within the backplate.
  • Week 12. Finalising your Renders and Post-Production

    Up to this stage, we've created renders within a studio environment, a full CG internal environment, and an exterior environment with a backplate. Let's now take our renders and look how we can push the believability using tools such as Photoshop and Nuke. We'll also look at working with AOVs, render passes and creating additional custom light rigs for specific regions of the vehicle.

Tutor: Jahirul Amin

CAVE Academy Founder | VFX Teacher

Jahirul Amin is a Computer Animation and Visual Effects Teacher and Consultant. He specialises in designing and delivering courses to create solid and diverse production ready skills in all 3D related departments and across a number of facilities worldwide. His background in academia feeds into his ongoing connections with Universities and Colleges which provide Computer Animation and Visual Effects courses. He is also involved in course and examination design as well as lecturing, running workshops and mentoring.

Course Fee: £399.99

Format: Video on-demand

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