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Look Development / Lookdev / Surface Development / Surfacing
VFX · Technique

Look Development / Lookdev / Surface Development / Surfacing

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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

AspectDescription
GoalFinal Asset Appearance
ElementsShaders, Textures, Materials
OutputRender-Ready Assets
ContextVFX/Animation Pipeline

Position in the Pipeline

Preceding StageLookdevFollowing Stage
ModelingLook DevelopmentLighting
UV LayoutAnimation
Concept ArtRendering

Core Components

ComponentDescription
ShadersMaterial Behavior
TexturesSurface Detail
MaterialsPhysical Properties
DisplacementGeometry Detail

Shader Development

TypeApplication
PBR ShaderPhysically Accurate
StylizedArtistic
SSSOrganic Materials
Hair/FurSpecialty Shaders

PBR Workflow

ParameterDescription
AlbedoBase Color
RoughnessSurface Roughness
MetalnessMetallic/Non-Metallic
NormalSurface Detail

Texture Maps

MapFunction
Diffuse/AlbedoColor
NormalFake Geometry
RoughnessGloss Variation
DisplacementActual Geometry

Texture Sources

SourceDescription
PhotogrammetryScanned Textures
Hand-PaintedManually Created
ProceduralMathematically Generated
HybridCombination

Software

ToolApplication
Substance PainterTexture Painting
MariHigh-End Texturing
KatanaLookdev Environment
Maya/HoudiniShader Development

Renderers

EngineCharacteristics
ArnoldProduction Standard
RenderManPixar/Film
V-RayVersatile
KarmaHoudini-Native

Turntable

ElementDescription
Rotation360° View
LightingNeutral or Studio
BackgroundNeutral Gray
PurposeAsset Review

Lighting Setup for Lookdev

SetupDescription
Key LightMain Light
FillLightening
RimOutline
HDRIEnvironment

Material Libraries

AspectDescription
Base MaterialsFoundation Materials
CustomizationAdaptation
SharingTeam-Wide
VersioningControl

UDIM Workflow

AspectDescription
UV TilesMultiple UV Spaces
ResolutionPer Tile
Naming1001, 1002, etc.
ScalingDetail Where Needed

Subsurface Scattering

ApplicationMaterial
SkinHumans, Creatures
WaxCandles
LeavesVegetation
MilkLiquids

Reference Work

TypeSource
Photo ReferenceReal-World
Concept ArtDesign Intent
On-Set ReferenceMacBeth, Chrome Ball
Material SamplesPhysical Swatches
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