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Workshop

Exterior Scene Development

A Workshop
by Adrien Vallecilla

Maya, Arnold, Mari and Nuke Techniques with Adrien Vallecilla

intermediate
6h 10m 1s
13 Lessons
A Workshop
by Adrien Vallecilla
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In this tutorial, Adrien Vallecilla demonstrates how to create custom textures using decals, stencils, and rgb masks in Mari, lighting and look development in Maya, material layering and rendering in Arnold, and his general asset workflow. The lecture also covers vegetation scattering with Maya MASH, ivy generation with Ivy Generator, and how to optimize and organize heavy scenes with instancing and GPU caches.


Different lighting conditions and times of day are explored as well as any adjustments necessary to make them appear convincing. To wrap it all up, Adrien shares his Nuke compositing tips and tricks to make the environment appear more believable.

13 Lessons

01IntroductionFree

Adrien introduces his workshop, which focuses on more advanced professional CG workflows not covered in his previous interior scene workshop. He discusses his aim to share practical, industry-standard techniques for handling complex exterior scenes, emphasizing optimization, flexibility, and efficient problem-solving approaches. Rather than basic tool instruction, this workshop will provide insight into professional thinking and workflow methodology for intermediate to advanced CG artists looking to improve their scene management and rendering pipeline skills.

Duration: 9m 11s

Introduction
02Texturing in Mari — Part 1Free

This lesson demonstrates essential intermediate texturing techniques for creating believable weathered and aged surfaces. The emphasis on non-destructive workflows and layer separation ensures artists maintain maximum creative flexibility as they move into the look development stage in Maya. Adrien's practical approach, including troubleshooting common Mari software issues, provides valuable real-world insights for texture artists working on realistic environmental assets.

Duration: 27m 25s

Texturing in Mari — Part 1
03Texturing Decals — Timelapse —part 1

This lesson presents a time-lapse of Adrien's texturing process.

Duration: 13m 41s

Texturing Decals — Timelapse —part 1
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04Texturing Decals — Timelapse —part 2

This lesson presents a time-lapse of Adrien's texturing process.

Duration: 11m 20s

Texturing Decals — Timelapse —part 2
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05Texturing in Mari — Part 2

This lesson demonstrates an efficient workflow for managing complex, multi-layered textures in a 3D pipeline. By using RGB channel masking and modular exports, Adrien maintains creative flexibility while optimizing for technical performance. His approach allows fine-tuned control over individual weathering elements during look development, which is essential for achieving the desired abandoned-house aesthetic while keeping the project manageable from a technical standpoint.

Duration: 16m 41s

Texturing in Mari — Part 2
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06Look Development — Part 1

This lesson provides a systematic approach to look dev in Maya, emphasizing efficiency through proper scene organization and AOV-based workflows. Adrien demonstrates industry-standard practices for handling complex textured assets, breaking the process down into manageable steps while maintaining real-time feedback. The next lesson will cover blending these materials together using masks to create the final composite look.

Duration: 43m 59s

Look Development — Part 1
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07Look Development — Part 2

This lesson provides a comprehensive workflow for creating complex multi-layered materials in Arnold by combining multiple shaders through mask-driven blending. The key takeaway is that successful look development requires systematic organization, proper lighting setup with dome lights only, and continuous reference checking to ensure materials appear realistic across different scenarios. While Arnold's two-shader limitation makes the process more complex than other render engines, the resulting control over individual material elements makes it worth the extra setup work.

Duration: 13m 51s

Look Development — Part 2
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08Environment Scattering in Maya MASH — Part 1

This lesson demonstrates sophisticated techniques for creating environments that balance realism with technical efficiency. The MASH ecosystem approach offers a powerful solution for creating natural-looking environments while maintaining manageable system resources through instancing. The combination of procedural scattering with manual control through avoidance objects and painted masks provides artists with both automation and creative control for complex environmental work.

Duration: 44m 38s

Environment Scattering in Maya MASH — Part 1
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09Environment Scattering in Maya MASH — Part 2

Adrien's GPU cache-scattering workflow provides a powerful solution for creating complex, vegetation-rich environments while maintaining system performance. The ability to scatter thousands of high-polygon objects in real time, combined with lightweight scene files and responsive viewport interaction, makes this technique essential for professional environment creation. Though it requires careful setup and organization, this workflow pays off in both creative flexibility and technical efficiency.

Duration: 48m 39s

Environment Scattering in Maya MASH — Part 2
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10Creating Ivy in Ivy Generator

IvyGenerator provides a powerful yet simple solution for adding detailed vegetation to 3D environments, though it requires careful asset preparation and workflow management. While the software itself is straightforward to use, the key to success lies in properly preparing clean collision geometry and managing the resulting heavy meshes using GPU caching. This technique can dramatically enhance environmental scenes, but should be used with moderation to avoid overwhelming the composition with excessive detail.

Duration: 25m 11s

Creating Ivy in Ivy Generator
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11Lighting and Rendering in Maya and Arnold — Part 1

This lesson emphasizes the importance of proper HDRI preparation and separation of lighting elements for maximum creative control. By cleaning dome lights and extracting key lights separately, artists can achieve more realistic and customizable lighting setups. Adrien's demonstrated workflow enables non-destructive lighting adjustments and provides the flexibility to create multiple moods from the same 3D scene efficiently.

Duration: 28m 57s

Lighting and Rendering in Maya and Arnold —  Part 1
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12Lighting and Rendering in Maya and Arnold — Part 2

This lesson demonstrates that successful exterior lighting is fundamentally about creating and controlling contrast, even in naturally flat lighting conditions such as overcast skies. Adrien shows how technical knowledge of rendering engines, combined with artistic problem-solving, can overcome limitations and achieve realistic results. His emphasis on proper AOV setup and preparation for compositing highlights the importance of thinking beyond just the lighting phase to ensure maximum flexibility in post-production.

Duration: 34m 29s

Lighting and Rendering in Maya and Arnold —  Part 2
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13Compositing Tips and Tricks in Nuke

This final lesson emphasizes that successful compositing is about balance and restraint rather than heavy effects processing. Adrien advocates for a methodical approach: starting with proper exposure and white balance, then gradually building up subtle enhancements while constantly referencing real-world imagery. The key insight is that compositing should feel invisible to the viewer, enhancing the storytelling and realism without drawing attention to the technical effects themselves.

Duration: 51m 59s

Compositing Tips and Tricks in Nuke
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Primary tools

For this workshop you’ll need:

Nuke
Mari
Arnold
Maya

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to a complete Maya 3D project with everything needed to follow along. Inside, you'll find:


  • Maya scene file – The main project file (.mb) containing the house asset
    - Reference photos - A folder of various reference photos used to create lighting scenarios and composition for the exterior scene
    - HDRI files - A folder of HDRI panoramas to use as a base for various lighting scenarios
    - Texture maps - The images used for house texturing in Mari, from tileable textures to high-resolution decals, as well as sky plates
    - Nuke gizmos - .gizmo files containing the add-ons presented in the workshop
zip
AVA02_projectFiles.zip
197.88 MB
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Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced 3D artists, environment artists, and look development specialists working in film, gaming, or visualization. Participants should have foundational knowledge of Maya, Mari, Arnold, and Nuke to maximize their learning experience.


Technical directors, lighting artists, and texture artists looking to expand their skillset will also find significant benefit. The comprehensive workflow approach provides valuable insights into professional asset creation, scene optimization, and the integration of multiple industry-standard tools for creating believable environments.

Learning Outcomes

By completing this workshop, artists will master a comprehensive environment creation pipeline spanning texturing, lighting, rendering, and compositing across multiple industry-standard applications.


Key skills include:

  • How to create custom textures using decals, stencils, and RGB masks in Mari.
  • How to develop professional lighting setups and look development workflows in Maya.
  • How to layer materials effectively and optimize rendering workflows in the Arnold renderer.
  • How to scatter vegetation using Maya MASH and generate realistic ivy with specialized tools.
  • How to optimize heavy scenes through instancing techniques and GPU cache management.
  • How to adapt lighting for different times of day and atmospheric conditions.
  • How to composite environments in Nuke for enhanced realism and believability.
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Workshop
Exterior Scene Development
Maya, Arnold, Mari and Nuke Techniques with Adrien Vallecilla
A Workshop by Adrien VallecillaCG Supervisor at Digital Domain
intermediate
6h 10m
13 Lessons
Instructor Adrien VallecillaCG Supervisor at Digital Domain

Adrien Vallecilla is an experienced CG Supervisor with over 15 years dedicated to mastering computer graphics and more than a decade contributing to high-end film and television productions. He specialises in look development and lighting, with a strong focus on building efficient, scalable workflows and sequence-wide lighting rigs that support the visual consistency and realism demanded by blockbuster storytelling.


He currently works as CG Supervisor at Image Engine Design Inc., and has played a key role in delivering complex visual effects for major productions including Dune: Prophecy, Halo, Avengers: Infinity War, Terminator: Dark Fate, and Spider-Man: Homecoming. Prior to this, he held artist roles at leading visual effects studios, such as Digital Domain, Scanline VFX, and MPC, where he honed his expertise in cinematic lighting, look development, and production pipeline optimisation.

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