Category: Texturing and Lookdev

Texture Reel update with latest work from Pacific Rim Uprising, Justic League and Thor Ragnarok.



There is a new trailer just released today January 25th 2018 featuring more texture and lookdev work done on some buildings for two major sequence.




The updated Trailer


One of the shots featuring texture and lookdev work on the building which are close up till far background.

Texture work done in Mari, and lookdev in Clarisse with Disney Shaders.

Spit off Diffuse Maps, Specular Roughness Maps, Bump Maps, Reflection Maps, Specular Color Maps and RGB Maps to drive lookdev work.




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.

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!




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!


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



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. 🙂