You can have a look on the tutorial: https://www.wingfox.com/c/8400
In the beginning, we going to cover the Theory of Color, Composition, Lighting, Rendering and CG mentioning ACES, Ray-tracing, PBR workflow, etc. Then move to the basics lighting in Maya and Arnold, basics of shading, and Nuke Compositing. Thus, by this, you will have a decent knowledge of the artistic and technical requirements of a Lighting Artist. So, we can move on with more complex lectures where you can actually use what you already learned. Such as multiple interior and exterior lighting setups where we going to match our lighting to a reference image like in the industry look-development process. Also, creating the compositing of the lit scenes, as well. Creating some nice atmospheres, volumes, FX-es in 3D and in the post phrase.
Following this, if you are familiar with some basics lighting setups, we move to character shading, focusing on the metal parts and the SSS shader of our bust. After achieving a nice shading we can definitely start creating amazing character lighting setups add some atmospheres and will show you some compositing solutions for character lighting. In the next step, we going to place our hero in the previously lighted exterior scene and show some tricks and tips while creating exterior lighting with our character.
One of our final chapters is some advanced lighting, rendering, and compositing part. In these lectures, I show you the basics of light path expressions and rendering with Arnold standalone using kick command on our pre-exported .ass files. Some deep compositing benefits and tools will be shown at the compositing stage which can help you with further upcoming projects.
Overall, I hope you will enjoy this lecture while we going to focus more on the artistic approach of lighting and compositing and show you some of my key tools of my workflow. After the course, you will be able to create your unique, artistically pleasing images.