CGI 3D Showreel HD "Texture and Look Dev Reel" by Stephanie Marsha | CGMeetup

CGMeetup 2018-04-19

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CGI Texture and Look Dev Showreel by Stephanie Marsha Featured on http://www.cgmeetup.net/home/texture-and-look-dev-reel-by-stephanie-marshall/

I guana Head
A study I did for personal learning and growth. The object of the exercise was to learn Mental Ray and set up a shader using multiple texture tiles. Modeled by Digital Tutors and everything else done by me. I did some tweaking to the base mesh to give it a more organic feel. The textures are a combination of photo projections and hand painting done in Mari and Photoshop. Sculpted in Mudbox. Assembled and lit in Maya. Shaded and rendered using Mental Ray.

Hippocampus
I was brought onto the Hippocampus as a secondary texture painter.I painted the maps that drove opacity and iridescence. I worked very closely with the pre lighter (look dev artist) to achieve specific color shifts in different regions of the hippocampus. I also created a number of masks and the bump map for the quills. The fins and Quills are the most prominent examples of my work on this creature.

Charybdis Mouth
I painted the textures for the center pincher-like teeth and the flesh of the mouth.

Thalia Tree
I painted and sculpted all the branches of the tree. There were sixteen unique large branches and four smaller branches with leaf cards that were instanced and groomed by the pre lighter to create the final look of the tree. I had to coordinate with another texture painter to ensure there wouldn’t be a disconnect between the branches and trunk.

Jamal
I groomed the hair and did the skin of this character. The hair was created procedurally using fur in Houdini and Mantra, and the skin was done using Photoshop and Renderman. I also lit the hair to match the main render.

Minion Basket, Reactor, and Gru Gift
The Minion Basket, Reactor, and Gru Gift, are some examples of various props I surfaced for the Universal Studios ride “Despicable Me Minion Mayhem.” The props were use throughout the background and foreground of the set. I used UV layout, Photoshop, Bodypaint, and Renderman to achieve the look.

Paddy
I painted and shaded the whole boxer using Photoshop, Mudbox, and Renderman. Designed by Tyson Murphy. Model by Scot Chase. Fur Groom (body Hair) by Aaron Bishop and Hair Groom by Andrew Redford Young. stephmarshallart.blogspot.com

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