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High-End Commercial with CG/AI: The Maya and ComfyUI Hybrid Workflow

Build a product commercial with CG and AI working together. Maya holds the camera, the framing and the product, AI ... Show more
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12 Modules

Three parts: what has actually changed, ComfyUI from zero, then the commercial.

2 Tools covered

Maya for the control, ComfyUI for the speed. Nothing else to buy.

Beginner Entry level

No ComfyUI experience assumed, and no model training or theory.

Hybrid Pipeline shape

CG holds what must be controlled, AI supplies what is expensive.

Beginner friendly

In production, recording now

Private Discord channel

High-End Commercial with CG/AI: The Maya and ComfyUI Hybrid Workflow

Where AI actually fits in a CG pipeline, and how to keep control of the shot when you use it.
Maya holds the camera, the framing and the product. AI supplies surface, light and speed.

The curriculum

Module by module.

Three parts: getting your bearings on what actually changed, ComfyUI taught properly from zero, then the commercial built end to end.

01

What is actually going on with AI right now

The landscape without the noise: why there are so many models, why they keep changing, and why most of that churn does not matter to a working artist. What has genuinely changed in production, and what has not.

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02

What clients actually expect

Where AI output is accepted today and where it is refused, and why "it depends on the client" is the truthful answer rather than a dodge. The phases where it is already a clear win, and the phases where CG still has to do the work.

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03

The hybrid principle

CG holds what must be controlled, AI supplies what is expensive. Camera, geometry, product accuracy and continuity stay in CG. Surface realism, light exploration and iteration count go to AI. The split is a production decision, not a technical one.

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04

Setting up ComfyUI

Install and first run, from zero. What the pieces are, getting a model in place, and generating something. Deliberately no theory about how the models work, because you do not need it to use them.

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05

How ComfyUI actually works

Nodes, inputs and outputs, and why a graph beats a text box: every stage becomes something you can see, change and re-run. Including how to read a graph somebody else built.

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06

Building a graph you can reuse

Organising a graph so it survives next week: grouping, naming, the inputs you expose deliberately, and setting a shot up so you can run ten variations without rebuilding anything. A procedural approach, applied to AI.

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07

The playblast as ground truth

Staging the product and the camera in Maya for a commercial frame. Why a grey, unlit, untextured playblast is the ideal input rather than a compromise: it is the one thing a prompt can never give you.

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08

Pass 1: locking camera and building materials

The two-source discipline. The playblast is spatial only, and its shading and lighting must be actively ignored. Real product photos are the only authority for material, roughness, weave, stitching and edge wear. How to check the lock held instead of assuming it did.

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09

Pass 2: look and lighting

Pass 1 output becomes the locked master plate: camera, object, materials and colour must not move. Style references influence lighting, background and depth of field only. Relighting the same shot repeatedly without it drifting, which is the whole reason for splitting the passes.

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10

From stills to motion

Driving the locked frames into movement, and holding consistency across shots. Taught model agnostic and demonstrated on more than one engine, so the method outlives any single tool.

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11

Cutting the commercial

Assembling the shots into something that reads as an ad rather than a reel of tests. Pacing, sound, and the finish.

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12

Where this lands in a real production

Back to module 02 with the work in hand: what you would now show a client at concept stage, what you would still build in CG, and how to slot this into an existing pipeline without betting a delivery on it.

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In production

This course is still being made.

The full module list below is locked. Recording is in progress, and everyone in the Discord hears the release date first.

Coming soon
See the curriculum

Project files included · Private Discord · All future updates included, free, forever

MODULE 01 - What is actually going on with AI right now
MODULE 02 - What clients actually expect
MODULE 03 - The hybrid principle
MODULE 04 - Setting up ComfyUI
MODULE 05 - How ComfyUI actually works
MODULE 06 - Building a graph you can reuse
MODULE 07 - The playblast as ground truth
MODULE 08 - Pass 1: locking camera and building materials
MODULE 09 - Pass 2: look and lighting
MODULE 10 - From stills to motion
MODULE 11 - Cutting the commercial
MODULE 12 - Where this lands in a real production
Do I need to train a model, or understand how diffusion works?
No. No LoRA training, no model architecture, no theory. The course uses models that already exist, properly. How diffusion works is not required to use it well, and pretending otherwise is how most AI content wastes your time.
Can I actually deliver a finished commercial with this?
Sometimes, and it honestly depends on the client. Some are exacting enough that the answer is no, and the course says so plainly. What it collapses every time is the early work: concepting, storyboarding, lighting concepts and look dev exploration, the phases that cost days of render time to answer a question the client will change anyway.
Which AI model does the course teach?
The method, not the model. Motion is demonstrated on more than one engine, one that runs on your own machine and one in the cloud, so you can see the pipeline is the lesson and the model is a swappable part. Best model claims expire. The method does not.
Where does Maya fit if AI is doing the rendering?
Maya holds everything that has to be correct: the camera, the framing, the geometry, the product itself and continuity between shots. A grey, unlit, untextured playblast is the ideal input to the AI pass rather than a compromise, because it is the one thing a prompt can never give you.
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Course details
Level Beginner
Basic info
  • Software used: Maya and ComfyUI, plus whatever you already cut video in

  • Skill level: Beginner

  • Course type: Pre-recorded, self-paced

  • Status: In production, recording now

  • Instructor: Cristian Spagnuolo, VFX & CG Supervisor, Mentor & Beta-Tester

  • Community Access: https://discord.com/invite/Jka3SGdmRq
Course requirements
  • Maya, or another package you can stage a product and a camera in

  • A GPU that can run ComfyUI locally, or a cloud instance if yours cannot

  • Enough 3D to frame a shot and publish a playblast

  • No ComfyUI experience. The setup is taught from zero

  • No model training and no maths. Off the shelf models only

Intended audience

This course is made for:

  • CG artists who want to know where AI actually belongs in a pipeline, and where it does not

  • VFX and advertising professionals who have to justify the approach to a supervisor or a producer

  • Freelancers and students who need to answer a client at concept stage in hours rather than days

  • Anyone who has never opened ComfyUI and would rather learn it properly than get a lucky result

The boundary is part of the course rather than something it talks around. AI collapses the early phases every time: concepting, storyboarding, lighting concepts, look dev exploration. Whether it can deliver a final commercial depends on the client, and some are exacting enough that the answer is no. Being straight about that is what makes the approach usable in front of a producer.