Category: Texturing and Lookdev

The Great Wall



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


Great Wall’s Main Gate

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

– UV Unwrap, Texture and Lookdev



Digital Double Weapon LinMaeSword

– Digital Double Weapon created for LinMae Digital Double

– UV Unwrap, Texture and Lookdev



Digital Double Weapon William Sword

– Digital Double Weapon created for William

– UV Unwrap, Texture and Lookdev



Digital Asset Eagle Cross Bow

– Asset done as weapons for Digital Double Eagle Army Troops

– UV Unwrap, Texture and Lookdev



Digital Asset Repeat Crossbolt and Flute Crossbolt

– Asset done as weapons to populate for the Armies

– UV Unwrap, Texture and Lookdev



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.



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.


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.



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


*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.


Will update a new one when its done. Enjoy!


Been working on Surface Material with Vray. Taking more time to understand how each surface reacts to light, especially on reflection, reflection glossiness and its IOR (Index of Refraction). It is important to understand these terms as it creates different look of the material.

A good read and understanding of different terms and aspects by Neil Blevins.

Started off creating the first two basic materials, Chrome Ball and Gray Ball. This two balls are often used during on set shooting for films as Artist grabs info from them, especially HDRI from the Chrome Ball. Besides, there is also light information cast on the Chrome Ball and Gray Ball. Gray Ball will provide information like is it a warm or cold tone of gray base on the environment.

Surface of the Chrome ball is fully reflective. And the value of Gray ball was set to 119,119,119 in RGB value. Its 50% gray.


Follow up by testing color bleed. Included a luminance green color on the curve piece to check how it was affecting the other surface.

Tested out with 3 values to see how the color was bleeding.


Next was recreate a Chrome ball which is left over 20 plus years covered with dust.


Clay was a little more challenging. It has a little subsurface scattering on its surface. Didnt included hotter specular on the surface as just want to keep this Clay as a dried version personally. Might create another version with some specular on its surface since its a little oily.


Orange Plastic is pretty interesting. It is not just about Plastic surface, however there is slight different on the texture. Since its a used Orange plastic, there will definitely be some color wear off and desaturate. Created some dust around the corner areas to give a story of it was left at a corner for some time. It helps to make the surface look interesting than just standard Orange Plastic material.


Rusty Metal. There are two materials created and mixed for the final render. One is a painted Metal surface, Two was a rusty surface. Using a mask to mask out the rusty area that is under lying on the Metal surface.

Rusty Metal640

Still working on more different Surface Material. Will update with a new batch when its ready. =)


Its been awhile since the last update. Currently putting that environment project aside and deal with this Organic subject – HammerHead Shark. Having lotsa fun sculpting this sea creature during the break from Christmas to New year. Ill put filling up its teeth and eye and more details after posing it.

Here’s a first look at it. Happy New Year 2014 everyone!!!

Will upload some of the work in progress soon and updates =)


The Deck Project will be on hold as there are some studies to be taken care of for the time being.

Forking out some time going through certain particular maps in the Vray Material Library to understand and figure out what would be crucial for Procedure Map purposes.

*Some Maps are yet to discover and will update when its done! Stay tune!*

Vray Cellular Map Characteristic Chart by Ken Lim

Vray Cellular map Size and Spread

Cellular Chips Characteristic Size and Spread

Cellular Circular and Fractal Iterations

Noise Regular , Fractal , Turbulence Size

Noise Regular , Fractal , Turbulence Threshold

*Note there are a few maps with swap color setting, this is up to individual preferences*

Speckle Chart

Smoke Chart

These are the current Vray Procedural Map Charts Im creating for the time being for Cellular, Noise, Speckle and Smoke.

More to come! To be continue =)