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What does it take to become a successful texture artist in the film industry today? Justin Holt answers this question as he works with you to create realistic character textures, and begin your own texture library.
With a model provided by Ben Eoff, a selection of silicon casted pore and wrinkle scans from Surface Mimic, and FREE Mari 2.0 time limited student licenses from The Foundry, Justin will take you through his Mari 2.0 workflow. You will learn via streamed videos available weekly for you to watch in your own time, and several live web classes where you can receive critiques and ask Justin questions in real time (these will be recorded so you can watch them again later.)
You'll develop your colour palette, learn the importance of having control over the UVs and the best way to organize them for hero character work. You will also study the structure of human skin (pores, hair follicles). Justin will take you through displacement maps, colour maps and show you how to add layers and detail in Mari 2.0 in a non-destructive way. Then you'll move on to specular maps, reflection maps and wetMaps before doing some intensive work on painting both eyes and clothing.
Finally, you'll have a fully textured humanoid model to add to your folio.
UVs and Texture Resolution
NOTE: Justin will be providing video demos and lectures for this week as well as all the basics needed to ramp up (model, sample ref library, etc).
NOTE: Justin will go through the color palette choices and reference libraries students come up with at the end of this week, offering advice when needed with regards to their choices and plans of attack.
Introduction to Mari 2.0
Bump vs. Displacement Maps Part 1
Assignment: Complete a first pass at displacement and bump maps.
NOTE: Justin will provide video demos on how he approaches painting my bump/disp maps by using his epidermalColor maps as a foundation to fold in more exclusive detailing.
This week we're going to focus on developing the base Color map for our character. This is the first step to take when beginning paint on a creature. (There are a lot of things to do in color development that you get for free when you continue into the development of all your other maps.) Justin will also outline several things you can decide to leave out of my color maps and use exclusively in other maps to enhance the complexity and photo-realism.
Assignment: Complete a first pass of the epidermalColor and subdermalColor maps for the creature.
NOTE: Justin will critique and coach students in the development of their color maps, making sure there is enough detail and complexity to the maps and making sure they continually refer back to their reference for ideas and clues into complexity and detail.
NOTE: Justin will provide video demos on my process for the development of these maps and the discussion points.
Assignment: Have final epidermalColor and subdermalColor maps completed.
NOTE: Justin will provide video demos on how he goes about painting his spec/reflection and wetMaps.
Assignment: Complete a first pass of spec/reflection and wetMaps.
NOTE: Justin will provide video demos on his method of painting eyes.
Assignment: Have clothing maps completed.
NOTE: Justin will provide video demos to illustrate his points.
EXTRA: Quick demo on rendering skin shader settings in Arnold and tips and tricks Justin uses to achieve the final result he is looking for.
You will need a basic knowledge of texturing to take this CGWorkshop.
“ Among the many things, which impressed me about the workshop and Justin, was his indepth knowledge of both MARI and texture painting in general as well as his ability to construct photoreal materials from seemingly disparate sources. ”
“ Justin offers great one on one direction and has a keen artistic eye for detail. Very professional with an easy going manner. I really liked the webinars where we could ask Justin questions and get really helpful feedback on our work or watch real time demos on his desktop. ”