Texturing for Films/Cinematics
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Registration Starts On
August 7, 2017
Class Begins On
October 14, 2017
Chris Nichols
Lead Texture Artist
Chris Nichols is a Lead Texture Artists at Digital Domain located in Vancouver. Chris has worked in the VFX industry for over 10 years. During that time he has worked at studios such as Bardel Entertainment, Whizz Digital, Spin FX, Method Vancouver and Double Negative. Some of his recent projects include the upcoming Power Rangers, X-men:Days of Future Past, Night at the Museum 3, Thor, and Alice Through the Looking Glass.

Course Description

This class will focus on creating high resolution textures and shaders with a film/Cinematic approach. The texturing specifically will focus on a creature bust, pin-pointing major detail areas such as the facial skin, teeth,gums, lips and ears. You will also be focusing on the more difficult and intricate portions of texturing, such as skin details, man-made materials.


Texturing for Games or a solid foundation of creating textures for 3D assets and basic knowledge of material shader networks.

Course Format

Course Format: Standard
Duration: 5 Weeks
Lecture Type: Pre-recorded
Assignment: Deadlines each week.
Feedback: Individual Recordings
Q&A: Once a week.

*For classes with less than 6 students feedback may be provided during the live QandA session.

Software Requirements:

  • Mari
  • Maya
  • Photoshop
  • Zbrush

Minimum hardware requirements:

  • Quad-core processor
  • 10+GB disk space available for caching and temporary files
  • At least 4GB RAM
  • Display with 1680 x 1050 pixel resolution
  • An NVIDIA or AMD graphics card with the latest drivers
  • 1GB of graphics memory
  • OpenGL 3.2 or higher

Recommended System Requirements

  • 2.5+ Ghz Quad-core processor
  • 250+ GB disk space available for caching and temporary files. SSD is preferable.
  • 16GB RAM w/ additional virtual memory
  • Display with 1920 x 1080 pixel resolution
  • An NVIDIA or AMD graphics card with the latest drivers
  • 2+ GB of graphics memory
  • OpenGL 4.4 or higher support.

Course Outline


Conceptualizing the textures: creating a concept image to design our character's textures


Surface Detail: sculpting realistic skin surface details, such as pores and wrinkles


Skin Color: building a realistic skin color in Mari


Gums, Teeth and fabric textures: inner mouth textures like teeth and gums; fabric textures for the jacket and t-shirt


Shading in Maya/Vray: using our exported textures from Mari and Zbrush, we'll build shaders for theskin, fabric, and metals; we'll render the final project in Vray


  • Game Character Artists
  • Texture Artists
  • Game Environment Artists
  • Prop Artists
  • Concept Artist
  • Visual Effects Artists
  • Visual Development Artist