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Razorback Whiptail - Texturing Lookdev

Hello everyone!
I am pleased to share with you my very first project completed on Mari, in collaboration with Kurtis Dawe who took care of all the design modeling and sculpting for this incredible asset. I am grateful to him for granting me access to all of his resources, including his Zbrush scenes and the entire modeling.
Once the texturing on Mari was completed, I transferred the entire project to Maya/Renderman.
Additionally, I decided to practice matchlighting and asset integration into a platform. To showcase my work, I chose a few shots from the film "The Lion King" (2019) into which I encrusted my Razorback.
This project has allowed me to gain a wealth of knowledge. I've been able to push my boundaries and explore new workflows regarding creatures and Texturing Lookdev in general.
I would be grateful to receive your feedback and critiques. It would greatly assist me in furthering my progress for future projects.
Cheers !
https://www.artstation.com/kurtisdawe
https://www.artstation.com/kurtisdawe

The shot of the cavern is by far my favorite i really liked recreating the atmosphere of the shot the lighting as well as the integration with the scenery which was not so simple

The shot of the cavern is by far my favorite i really liked recreating the atmosphere of the shot the lighting as well as the integration with the scenery which was not so simple

Here are some shots taken from Shotdeck from the film The Lion King (2019), I used the shots as references and encrusted the creature while making a matchlight

Here are some shots taken from Shotdeck from the film The Lion King (2019), I used the shots as references and encrusted the creature while making a matchlight

Another shot highlighting the asset in more colorful lighting to test the functionality of the shaders

Another shot highlighting the asset in more colorful lighting to test the functionality of the shaders

I've tried to match the shots as closely as possible, and in compositing I've recreated the grain and defocus according to the references, even if it means highlighting the asset less

I've tried to match the shots as closely as possible, and in compositing I've recreated the grain and defocus according to the references, even if it means highlighting the asset less

In my lookdev scene I use different lighting that allows me to switch often in order to test the asset in sometimes more natural lighting with more direct or more diffused HDRI

Possessing a variety of poses, I also made several turntables with different poses in order to test the asset in its entirety

I've tested a small closeup rendering on the eye, but there's still a lot of work to be done on the eye setup with tear, carancula -- I'll try to find some time to finish this later

I've tested a small closeup rendering on the eye, but there's still a lot of work to be done on the eye setup with tear, carancula -- I'll try to find some time to finish this later

Small presentation shots with different closeups of the entire creature

Small presentation shots with different closeups of the entire creature

AOV crea : albedo normal disp and directspec

AOV crea : albedo normal disp and directspec

AOV closeup face : albedo normal disp and directspec

AOV closeup face : albedo normal disp and directspec

AOV closeup body : beauty albedo normal and directspec

AOV closeup body : beauty albedo normal and directspec

AOV closeup feet : beauty albedo normal and directspec

AOV closeup feet : beauty albedo normal and directspec

Compilation of my map export progress between Mari and Maya/Renderman

Pureref presentation clean with my main references

Pureref presentation clean with my main references

UV map of the asset in Mari with albedo map

UV map of the asset in Mari with albedo map

Example of mask painted in Mari to drive my COL/SPC/RGH/DSP maps

Example of mask painted in Mari to drive my COL/SPC/RGH/DSP maps

Example of mask generated in Substance painter to drive my COL/microDSP maps thanks to Sebastiano Dalla Mora for his help

Example of mask generated in Substance painter to drive my COL/microDSP maps thanks to Sebastiano Dalla Mora for his help

Tree structure of my Mari texturing scene with the help of Loucas Rongeart many thanks to him

Tree structure of my Mari texturing scene with the help of Loucas Rongeart many thanks to him

Preview of the main shader for the creature's skin done in Renderman

Preview of the main shader for the creature's skin done in Renderman

In order to recreate a scene of my own, I started from the basic Cave Academy scenes and recreated the entire lighting in Renderman with various automated light rigs, adding a personal touch by implementing a few assets

In order to recreate a scene of my own, I started from the basic Cave Academy scenes and recreated the entire lighting in Renderman with various automated light rigs, adding a personal touch by implementing a few assets

Here's the additive rebuild setup I use for each shot in compositing integration on NukeX

Here's the additive rebuild setup I use for each shot in compositing integration on NukeX

Tutorial available on th RENDERMAN Website :
https://renderman.pixar.com/creating-the-razorback-whiptail

Tutorial available on th RENDERMAN Website :
https://renderman.pixar.com/creating-the-razorback-whiptail