Birdland Swing

Texturing / Shading Specs

  • Our element pipeline is:
    Mod > Rig > Skin > Tex
    where Mod is a lo-res poly cage (all polygon meshes - delete subdivision surfaces before final saved version); Rig is the rig plus the lo-res cage; Skin is the lo-res cage skinned to the rig with the limit surface (subd) riding along with any special blendshapes/facial deformers/etc hooked up; Tex has UV coordinates and a texture applied.

  • We are NOT tech-supported by any production at Disney, so we are not using any proprietary Maya extensions. Try to use "clean" Maya (no plugins loaded except those that ship with Maya). If you must use third-party or proprietary Modeling tools, be sure to delete history afterwards so that the file can be opened on a machine without the plugin.

  • Always use Maya ASCII when saving from Maya. Use tif or psd for textures, and make sure all textures and other external references are located within the same Maya project directory (see below).

  • Hi-res texture files should be saved in the .psd format (native Photoshop). Please organize them in subfolders within your maya/sourceImages directory.

  • We are using Maya's native renderer, so make sure all your shader networks are Maya shaders.

  • Shader networks will save with the scene file, so clean up any unused or intermediate shader networks before your final save.

  • UV layout will be done with the traditional polyUV tools in Maya.

  • Maya Fur or Paint Effects may be used for the furry critters, but keep it "toony". Think Grover fur, not ultra-real-subsurface-scattering fur. Make sure animators can easily toggle fur on and off in the scene.

  • Non-furry critters can have their surfaces defined by a combination or bump, spec, and color maps, but KEEP IT TOONY. Abstract your surface decoration to its simplest iconic form. Contact Erik Van Horn if you have questions about this.

  • Save your final file per our naming convention, with "tex" as the dept token, as in:
    gerb_tex_evanhorn_v01.ma

Check-In Checklist

When you are ready to check-in a file, email Erik VanHorn who will tech-approve it.

You should prepare your scene by doing the following:

  • Make sure any files referenced are in the sourceImages folder of the same project directory.

  • Shoot a test render (tiff) to the images folder (should default to this folder in the save image dialog if your current project is set). Name the picture after your scene file.

  • Delete any junk nodes like temporary lights, etc. and any unused shader networks.

Birdland Swing

Home

Pitch

Production Notes

Characters

Set

Maquettes

Misc. Concept Art

Storyboard

Story Reel (embedded)

Story Reel (50MB QT)
...right-click to save

Reference Pix

Production Log

Crew

Forum

To make a comment or suggestion, click here to email Erik VanHorn.

revised 3/24/2006