Category: Texturing and Lookdev



Had the opportunity to work on some of the Background asset and Set extension asset for Justice League on my very first two weeks at Double Negative London. It was exciting when i was given the task to actually texture the set extension for Wayne Hangar. The challenging part was to get as identical as possible for the texture to look matching to the centre platform that was shot in the plate. The grungy concrete texture, some rough scratches marked on the ground, some white decals that was left on the surface of the platform and some rust on the edge that was covered with metal borders around the platform.

The other texture work done was for some of the background props scattered around in Wayne Hangar. They were missiles, missile racks, crates, cabinets, gas cylinder and Wayne Enterprise crates.

Worked very closely with one of the Modeller, Dara whom i get to communicate most of the time. And also Lighting and Lookdev Artist Christopher regarding lookdev and getting constant feedback and guidance from Ben Cowell.

Texture work was done in Mari and Photoshop. Lookdev in Clarisse.

I had fun working with these guys and hope to work together again in near future.

Here’s a short promo of Justice League.

 

 

 

Here are some of the screenshots featuring some background props. Unfortunately there wasnt any shots revealing the Wayne Hangar platform.

Will post an update in 2018!

 

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Im excited to share a piece of work done during the past couple months – Pacific Rim Uprising Trailer released!

Had the opportunity to work on some environment assets for the project. It was a great opportunity to be able to work along with great peers like Alexandre Guerre and Keziah Bailey during my time at Double Negative London.

The buildings marked were texture procedurally as a first pass to get quick feedback from the Sup and hand painted weathering, details and decals on to it after much deciding how up close it was to the camera. (Side note: the signboards were not done by me). And Lookdev was done in clarisse with disney pbr shader that was setup. The renders turned out to be quite amazing with the pbr shader that had setup and im quite pleased with the results.

Will share more of the assets that was done from the show when it is released next year March 2018!

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Its been exciting over the past 9 weeks at Double Negative London. Although its short but its been fun to work on three upcoming shows.Working closely with the leads and sups improved my vision on how to work things around smartly.

I had the opportunity to work on some mid ground to far background assets, terrains and set extension in terms of texturing and lookdev work.

Lookdev was done in clarisse which is something new to me, as I have lookdev with Renderman, Arnold and Vray before only.

As for texturing its done in Mari and Photoshop.

And here is a short teaser of the shows that i was involved in.

*stay tune for more updates in 2018!*

The Great Wall


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Worked on a couple cg assets for The Great Wall.

  • 14 Sections of the Great Wall’s Wall Extension
  • Great Wall’s Main Gate
  • Digital double weapon LinMae Sword
  • Digital double weapon William Sword
  • Digital asset Eagle Cross Bow
  • Digital asset Repeat CrossBolt and Flute CrossBolt

 

Main key responsibility are UV Unwrap, Texture and Lookdev.

Most challenging asset are the Great Wall’s Extension.

  • create tileable textures to be able to run on all wall sections
  • weathering each section different from one another

 

14 Sections of the Great Wall’s Wall Extension

– UV Unwrap, Texture and Lookdev

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Great Wall’s Main Gate

– Digital Asset created for set extension , far shot background purpose

– UV Unwrap, Texture and Lookdev

 

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Digital Double Weapon LinMaeSword

– Digital Double Weapon created for LinMae Digital Double

– UV Unwrap, Texture and Lookdev

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Digital Double Weapon William Sword

– Digital Double Weapon created for William

– UV Unwrap, Texture and Lookdev

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Digital Asset Eagle Cross Bow

– Asset done as weapons for Digital Double Eagle Army Troops

– UV Unwrap, Texture and Lookdev

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Digital Asset Repeat Crossbolt and Flute Crossbolt

– Asset done as weapons to populate for the Armies

– UV Unwrap, Texture and Lookdev

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UV TILE – UDIM


Created this UV TILE – UDIM graph for reference purpose.

Its also a good reference for Artists to use when using Mari to export its UV texture out.

It starts at 1001 (0,0) and continues in U for 10 tiles only. And it moves on to the next row of V, every 10 tiles in U it will move up 1 in V.

Below is a UV TILE grid to show relationship of its coordinate in U and V.

 

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Hope its useful to anyone out there  🙂


Couple weeks ago only I knew my work was featured at Photoshop777. Its a Japanese Blog or CG Blog that I wasnt aware of which until I notice it was showing under Top Url Embeds in Vimeo from Ken Texture Showreel 2013. They have featured three CG works in there, Sea Turtle, Samurai Helmet and Dilophosaurus.

Its encouraging how hard work paid off and appreciated by other people over the world. Very grateful and appreciate it Photoshop777 🙂

Heres a banner that was done long ago before AmazingBeggars WordPress was setup. 🙂


Last update for the year 2014. Its a gold paint on cast iron kind of shader.

Searched through some reference and came upon this buddha statue reference. In the beginning it took quite awhile to figure out whats the base material like that is used to create the buddha. It looks like cast iron thats a little rusty on the surface. More likely to be oxidize for quite awhile. And from the reference, it looks like the buddha statue was coated in gold before. However some paint has been worn off and revealing the base material which is cast iron.

So first shader created was the cast iron shader. And followed by the gold paint shader.

And then blend this two shader together with a mask.

Theres two specular created for this shader. One was to control a more glossier specular on the gold paint area. Which is colored in orange as theres some of it in the reference. And another tighter specular on the material itself.

To achieve dual specular effect in Vray, i used vrayblendmtl and turning “Additive (shellac) mode” on. An error message will prompt saying that by doing so it will break the energy preservation law. Meaning it will go against the physical material law assuming. There was another spot light placed on screen left just to test the dual specular is working as seen in the final render.

Till then 🙂


An update on a new shader – Wood.
Initial approach was to start from sculpting out the details of wood on the geometry surface. And later extract cavity map as guide for texturing. However it didnt work that way. It looks almost like some kind of mud,rock surface. The displacement of the surface is probably too over.
So instead of jumping straight to sculpting, start off by doing a quick paint over and see how the final result would most likely be.
And then start off with texturing using photo reference to get the feel of it. Once thats done, i hopped over to lookdev just the sphere geometry itself and see whether the direction is right. It turns out pretty well. Starting to look like wood and also the characteristic is popping out.
One of the thing to take note was getting some bounce light on the surface itself. Because the reference image has such info, as well as some semi polished wood would catch some bounce light. Below is a couple of test on the different values keyed in primary bounce. The last one with a value of 100 is way too over, almost as if the wood is burning.
Heres the final result of the Wood Shader. Pretty much satisfy but would be great if ive some time to enhance its character a little more interesting. 🙂

This is just a documentation of Maya 2014 and 3dsMax 2014 cross platform check on Camera and Geometry. At times, there are needs to transfer scene from one to the other application for certain purposes say like rendering.

Lets start with Geometry. Couple notes to take note of.

– Both Maya and 3dsMax Unit preferences. They need to be set to the same unit scale in order to work.

Maya – under preferences – settings – working units – linear

3dsMax – Customize – Units Setup – System Unit Setup

*In 3dsMax, whatever System Unit Scale is set, it will read the Unit Scale from there.

 

 

For geometry to work correctly, exporting Obj should do the trick. Below image displays a geometry created in Maya and exported out as Obj and works well in 3dsMax with the unit scale as Centimeters.

 

 

Theres a question where you will notice the X,Y,Z axis on both Maya and 3dsMax is not showing correctly. However the geometry is sitting correctly on the grid.

 

You can also simply create a cube in Maya with the measurement of 1cm x 1cm x 1cm,with unit preferences set as Centimeters, and bring it over to 3dsMax. If  3dsMax unit scale is also set to Centimeters, you will notice the cube is the same size. To double check,by going to command panel (Customize – Show UI – Show Command Panel), in 3dsmax, go to the last tab, Utilities and go to Measure, it displays 1.0 unit on X,Y and Z under Dimension.

 

 

Next is Camera. From Maya to 3dsMax, fbx works well at the moment.

 

First thing just create a camera in Maya and export it as fbx and import into 3dsMax. FBX Import window will pop out and theres couple of things to check, make sure Animation is checked if the camera has animation, Cameras is checked. And take note of Scale Factor is at 1.0 under Advanced Options – Unit.

 

Camera exported from Maya as fbx should be sitting correctly on 3dsMax even though the axis is still incorrect.

 

Another way to test is to try out with an Animated Camera. It is still the same method, by exporting the Animated Camera from Maya as fbx and import into 3dsMax with the settings mentioned above.

Below is a clip displaying Maya Camera exported as fbx and working fine in 3dsMax. First half Maya and Second half in 3dsmax.

 

 

*Apologize on the second half is too dark where the Geometry is not that visible. But the Animated Camera is working fine in 3dsmax.

 

This is another clip viewing from the Camera.

 

Will update once there are more solid technical proof on this topic 🙂

 

 


Its been busy lately but Hey~ Heres a small update on the Vray Surface Materials thats still on going!

Its the Rock Surface Material. Took quite awhile to get the look and demonstrate how a Rock Surface should look like in both lookdev and texturing.

 

The initial test done looks flat, more towards like a stone.

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The identity of a Rock gives a sense of its a hard surface object that can be used a a weapon, caught a bruise when got scratched by it. Spent some time to analyze the look of it, the silhouette should give a sense of danger, sharp edges, pointy corners. These are some of the characteristics. Of course, you can argue there are some Rocks that are smooth. For example those you can find near seashore. The reason why its smooth is because the sea water ‘brushes’ the surface everytime it contacts the Rock surface.

The aim here is to achieve a Rock that has sharp features on it. This is a Displacement Map rendered image from Vray.

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This was the settings for exporting Displacement Map from Zbrush for Vray purpose. And also the Cavity Map settings.

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*Still exploring which is a better way to export DSP *Displacement*  Maps from Zbrush for Vray to render better.

This is the final look of the Rock Surface Material. The texturing process is also challenging to deal with. Its not just about slapping on Rock Textures on to the model. Because there is a certain texture look on a Rock base on the surface pattern on it, by exporting Cavity Map and use it as a guide line to place the texture and details in is a better way.

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Will update a new one when its done. Enjoy!