LOOKDEV
Finding the right balance of attributes to make the flesh of a sea creature out of water fell to LookDev artist, Dante Quintana. “We spent considerable time planning the layout of material groups and UV's. In order to limit textures from stretching and to prevent seams, we maintained a consistent scale from the tips of all eight tentacles, upwards throughout the entire body and into the mantle. We also kept in mind the workflow of our texture painters, Nick Cosmi and Jennifer Stratton, to ensure they would be able to manage what came out to be over 380 material groups and over 3700 individual texture maps. It was a huge undertaking, not only to obtain a photo realistic look that matched the concept art and feel of a Giant Pacific Octopus, but to also manage the thousands of texture maps ranging from 1k-4k resolutions.” Maxon BodyPaint and Adobe Photoshop were used to create the layers of images, details, and procedural textures. The outer skin consisted of over 100 Photoshop layers to generate textures of color, specular, subsurface, and displacement maps for the octopus in both sick and healthy versions.
To help achieve the feeling of depth and realism, Quintana’s team used subsurface along with a skin-slide technique and various levels of subsurface, allowing for different levels of light transmission. Thinner skin such as tentacle and gill edges and the suckers allowed more light through, while the body and head revealed veining details underneath. “The skin-slide provided a look of a main body inside moving slightly independent of the outside skin,” said Quintana. “The outer skin consisted of multiple layers of 8/16-bit displacement maps, created in Photoshop, and 32-bit displacement maps generated in Mudbox, ranging from the bumpy skin and veins, to the smoother tentacle bottoms, and the ridges of the suckers, to the wrinkles around the eyes and gills.” |