← The whole toolkitTool 03 / Surfaces
Texturing & Look Dev
Make the surface tell the story.
Skin, fabric, fur and metal developed until they read at a glance and reward a close look. A shared material language keeps a whole cast believable together.
Start a surfaces brief
Form / Material / Intention
What we make
Something useful
Something useful
at the other end.
- Texture sets at the agreed resolution
- A documented shader and look-dev setup
- Look-dev turntable frames for sign-off
Texture resolution, UV requirements and the target renderer are agreed before production. Engine integration is a separate scope.
Bring to the workbench
A starting point
A starting point
is enough.
- The sculpt or model to dress
- Mood and realism references
- Renderer, engine and texture budget
From first sketch to handoff
-
01
Set the material direction
-
02
Review surfaces under neutral light
-
03
Refine and deliver the texture sets
We agree the scope, review moments and delivery formats before production. Feedback has a place in the process.
See the thinking in a project
Solstice Crew
A crew of product-world characters whose tactile surfaces carry from the render straight into the screen.
Explore project