Tutorial: Texturing and Lookdev for Production
Hey and welcome to my tutorial on Texturing and Lookdev for Production.
In this tutorial I go over the process I use to texture and lookdev assets for films such as Gardians of the Galaxy, Antman and Deadpool.
I used this same process on my latest personal piece which you can see here: https://www.artstation.com/artwork/WlDeN
By purchasing this tutorial you will recive:
- roughly 6 hours of video content (all in real time)
- 12 chapters broken down into 30min portions
- the helmet obj.
- the maya scene file
- the helmet Ztool
- and all of the textures baked out of mari and zbrush.
A list of the chapters:
chapter01 - intro to Mari
chapter02 - applying the base textures
chapter03 - adding cavity dirt and scratches
chapter04 - baking curvature mask
chapter05 - adding masks for final dirt passes
chapter06 - exporting maps out of mari
chapter07 - lighting and setting up the look dev scene
chapter08 - building out the base shader
chapter09 - finishing up the shader
chapter10 - adding microDisp and final touches
chapter11 - finishing off the micro displacment
chapter12 - tweaking maps in mari and final iterations
The software used in this tutorial:
- Maya 2016
- Mari 3.0
- Arnold for Maya
The techniques used in this tutorial can translate to different software and rendering packages.
I hope you enjoy the tutorial and get sothing out of it which you can use on your own projects!
Thank you for your support, if you have any suggestions on tutorials you want to see from me, don't hesitate to shoot me an email.