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Hello!
I just wanted to share my latest shader experiment using Maya, ZBrush, Substance Painter, Arnold, and Nuke. I pushed the look of one of my past renders, “Owl Girl,” into a more complex scene, and I’m really happy with the direction the shader is taking.
The render is based on the amazing work of Kate Pellerin (Poopikat). You can find more of her work and links here:
https://linktr.ee/Poopikat?fbclid=PAZXh0bgNhZW0CMTEAAadd9suz3XVt1kntFdVyAYJcDzeaQFuFdd6uTNkqvJ5MuJHbBDsrofpgfEby0w_aem_4zDKdfQ3CJ4tAIZev3nSJA
Thanks!

Texture pass without stylized highlights or outlines on most objects.  The small spots have a subtle animation. This pass is only used on the base render layer.

Texture pass without stylized highlights or outlines on most objects. The small spots have a subtle animation. This pass is only used on the base render layer.

Textures with all the stylized elements of the scene. This pass is used across all other render layers.

Textures with all the stylized elements of the scene. This pass is used across all other render layers.

Main masks used to control the opacity of the stylized render layers and to provide extra control in comp.

Main masks used to control the opacity of the stylized render layers and to provide extra control in comp.

Masks for extra control in both Maya and Nuke.

Masks for extra control in both Maya and Nuke.

Animated tri-planars from Maya used to modify the opacity, normals, and displacement of various render layers.

Animated tri-planars from Maya used to modify the opacity, normals, and displacement of various render layers.