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Founder/Director, Gnomon

Creature Head Texture Look-Development

These images were created during my 2008 Gnomon Master Class. They Illustrate how Photoshop can be used to quickly explore the possible looks for a model, both in texture and surface properties. There are an infinite variety of ways that a character could look and before beginning 3D texturing, it is best to explore those options to find the most suitable look for the project. These examples are created in about twenty minutes each using a layered Photoshop document that has rendered passes from Maya for diffuse, cavity, spec and reflection. Once I settle on a direction, I can then use this file as a road map for what I will need to do using BodyPaint, Photoshop and Maya.

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