The VFX/animation pipeline stage focused on developing the final appearance of CG assets – encompassing shader creation, texture work, material properties, and lighting response to ensure digital elements look convincing and match the creative intent when rendered.
What is Look Development?
Look Development (Lookdev) is the VFX/Animation pipeline phase where the final visual appearance of CG assets is developed. It encompasses shaders, textures, materials, and their interaction with lighting.
Basic Principle
| Aspect | Description |
|---|---|
| Goal | Final Asset Appearance |
| Elements | Shaders, Textures, Materials |
| Output | Render-Ready Assets |
| Context | VFX/Animation Pipeline |
Position in the Pipeline
| Preceding Stage | Lookdev | Following Stage |
|---|---|---|
| Modeling | Look Development | Lighting |
| UV Layout | → | Animation |
| Concept Art | → | Rendering |
Core Components
| Component | Description |
|---|---|
| Shaders | Material Behavior |
| Textures | Surface Detail |
| Materials | Physical Properties |
| Displacement | Geometry Detail |
Shader Development
| Type | Application |
|---|---|
| PBR Shader | Physically Accurate |
| Stylized | Artistic |
| SSS | Organic Materials |
| Hair/Fur | Specialty Shaders |
PBR Workflow
| Parameter | Description |
|---|---|
| Albedo | Base Color |
| Roughness | Surface Roughness |
| Metalness | Metallic/Non-Metallic |
| Normal | Surface Detail |
Texture Maps
| Map | Function |
|---|---|
| Diffuse/Albedo | Color |
| Normal | Fake Geometry |
| Roughness | Gloss Variation |
| Displacement | Actual Geometry |
Texture Sources
| Source | Description |
|---|---|
| Photogrammetry | Scanned Textures |
| Hand-Painted | Manually Created |
| Procedural | Mathematically Generated |
| Hybrid | Combination |
Software
| Tool | Application |
|---|---|
| Substance Painter | Texture Painting |
| Mari | High-End Texturing |
| Katana | Lookdev Environment |
| Maya/Houdini | Shader Development |
Renderers
| Engine | Characteristics |
|---|---|
| Arnold | Production Standard |
| RenderMan | Pixar/Film |
| V-Ray | Versatile |
| Karma | Houdini-Native |
Turntable
| Element | Description |
|---|---|
| Rotation | 360° View |
| Lighting | Neutral or Studio |
| Background | Neutral Gray |
| Purpose | Asset Review |
Lighting Setup for Lookdev
| Setup | Description |
|---|---|
| Key Light | Main Light |
| Fill | Lightening |
| Rim | Outline |
| HDRI | Environment |
Material Libraries
| Aspect | Description |
|---|---|
| Base Materials | Foundation Materials |
| Customization | Adaptation |
| Sharing | Team-Wide |
| Versioning | Control |
UDIM Workflow
| Aspect | Description |
|---|---|
| UV Tiles | Multiple UV Spaces |
| Resolution | Per Tile |
| Naming | 1001, 1002, etc. |
| Scaling | Detail Where Needed |
Subsurface Scattering
| Application | Material |
|---|---|
| Skin | Humans, Creatures |
| Wax | Candles |
| Leaves | Vegetation |
| Milk | Liquids |
Reference Work
| Type | Source |
|---|---|
| Photo Reference | Real-World |
| Concept Art | Design Intent |
| On-Set Reference | MacBeth, Chrome Ball |
| Material Samples | Physical Swatches |
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