![3 Realistic Texturing Projects](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-06-06/497781/1400xAUTO/Thumbnail_V02-gokyung-crop.jpg)
3 Realistic Texturing Projects
This series of projects shows a journey of learning and growth in texturing and lookdev at the Think Tank Training Centre. Throughout the process of creating each project from scratch, I've gained invaluable insights and skills. Thank you for taking the time to view my post.
Project 1 : Chicago Roller Skates
![](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-05-29/217857/1400xAUTO/Skates_01_02-gokyung.jpg)
Chicago Roller Skates is my mentorship project at Think Tank Training Centre, focusing primarily on texturing. Instead of relying on other software, I made an effort to do most of the work in texturing
Throughout this project, I learned complex procedural texturing techniques rather than heavily relying on manual sculpting or projecting/scanning reference images. Building procedural textures had advantages in terms of resolution and efficiency, which proved beneficial in subsequent adjustments. This project taught me how to approach props as an environment for achieving realistic textures and increased my confidence for situations where I don't have high-resolution reference images or when texturing imaginary props.
In this project, I was responsible for all aspects from scratch, except for the debris (rubbles and leaves) on the floor from Quixel.
Software Used : Maya, Zbrush, Substance Painter, Mari, Xgen, Photoshop, DaVinci Resolve
Breakdown
Process of Modeling, Sculpting, and Texturing
To streamline the modeling process, I initially kept the model very simple in Maya. In ZBrush, I sculpted secondary details that change Skates' silhouette. For tertiary details, textures were stacked in displacement maps in Mari. If any modifications were needed, I could jump between software for changes or adjusting, training me to navigate between them without challenges.
Maya: Base modeling
ZBrush: Secondary Detail Sculpting
Mari: Tertiary Detail Texturing
Matching with References
To ensure an accurate match with the reference images, I conducted test renderings under studio HDRI lighting. Dividing details into high, medium, and low frequencies allowed for separate texturing, which could be combined to create complex textures. This approach enhanced procedural texturing techniques and broadened my perspective to view props as an entire environment.
Reference images from the Chicago RollerSkate Museum https://www.madeinchicagomuseum.com/single-post/chicago-roller-skate-co/
Turntables
Project 2 : Volkswagen LT45
![](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-06-01/826739/1400xAUTO/LT45_Dark_Beauty-gokyung.jpg)
The original concept art: Moses Truck by Leif Heanzo for the TV show 'Tribes of Europa'
During this project, I transitioned from concept art to creating a 3D model, an enjoyable journey that demanded thorough research for references and ignited my imagination to design unseen components.
My primary focus was on hard-surface modeling, texturing and shader networks in Maya, where I significantly improved my modeling skills. Additionally, I explored Lookdev in Maya, adjusting textures using nodes like aicolorcorrect or remapvalue. This process involved refining different shading networks and intensities to achieve the desired results. It was fascinating to see the diverse outcomes from the same textures, resulting in more vibrant final renders.
Software Used : Maya, Zbrush, Substance Painter, Mari, Photoshop
Breakdown
Project 3 : Lauson Engine 899
![](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-06-01/744195/1400xAUTO/Lauson_Engine_000-gokyung.png)
The Lauson engine 899 project sparked my deep appreciation for texturing. I discovered the vital role of utility maps like AO and curvature in enriching textures. Additionally, diving into ZBrush for the first time was an eye-opener, with its straightforward approach and instant results capturing my attention. Despite encountering challenges while navigating between ZBrush, Maya, Mari, and Substance Painter, I discovered the value of properly applying techniques from each software, ultimately yielding better outcomes. Overall, it was a rewarding journey of learning and growth.
Software Used: Maya, ZBrush, Substance Painter, Mari, Photoshop"
Breakdown
Zbrush Sculpting
![](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-06-01/103984/1400xAUTO/ZBRUSH%20SCULPTING1-gokyung.jpg)
![](https://d3stdg5so273ei.cloudfront.net/gokyung/2024-06-01/263690/1400xAUTO/ZBRUSH%20SCULPTING2-gokyung.jpg)
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