
My approach to surfacing is that of procedural bases that can be expanded on with ease which is a result of working in television series. As seen within episodic animation, an artist is usually constrained by fast turnarounds and short deadlines resulting in a need to iterate quickly on work. With this experience, I have Iearned how to develope base materials and shaders within Maya and Substance (both Painter and Designer) to make reuse as easy as possible for other artist within a production.


Arnold Clay Shader
This shader uses mostly triplanar projections to ensure a consistent size of detail across models. For ease of use, I created a control locator that makes changing the projection settings simple and compact. It uses a fingerprint texture generated in substance designer in its bump channel in order to give it that hand sculpted clay look. The beauty of this shader allows the need of clean UV shells null and void as triplanar textures are not UV dependant as it uses world space. Here in this daruma model, it is using just a ramp node to drive the colors.


