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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.

tom.newbury.cg@gmail.com

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Tutorial: Texturing and Lookdev for Production

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