Reflective Post – Paul H Paulino – Texturing and LookDev Workflow

When thinking back to what I want to specialise in, 3 things come to mind.

  • Texturing
  • Lighting
  • Rigging

What I have a lack of knowledge in, but a massive interest in is textures. This part of the reflecting assignment gave me an opportunity to look into the workflow of a texture and lookdev artist.

Texturing is a process that intrigues me as it can be the pinnacle of making the scene or model either fit in to the background or stand out. I am fascinated how realistic you can try to make the scene, character or a random model.

Looking around on the internet, there was a few that where potential artists for example Michael Cauchi was a potential case study, however I found Paul H Paulino’s talk on his texture workflow within a software called Mari.

Paul H Paulino


Paul’s show-reel showcases some of his most wonderful work. One thing he is good at is having a good eye for realistic texture and not over working his textures.

Within this lecture he talked about a few intriguing things that he does to improve his workflow.

He applies a method to his work called “Mise – En – Place”. This is french for “putting things in place”. This is similar to Mise-En-Scene, however Mise-En-Place is used in cooking and baking. Basically, have everything ready before you start.

Paul believes that having good references to base your model/ textures off of will make it easier later. Analyse, colour pick and think about what makes them realistic. Is it the dust on a birds feathers/ hair, or maybe its scratches to show combat use or wearing. Analysing images is good for this.

In a creativebloq article he shows his workflow of creating the textures and light on a Cassowary. Which show cases his Mise – En – Place method.

Pauls Personal project “The Southern Cassowary” (Aquired:

UV’ing is an important part of any workflow, in fact it is mandatory for modelling. Paul’s method of UV’ing is to have cut the model into sections that is easy to manage when he starts texturing.

Paul would then go in and bake all of his auxiliary maps and keeping the method of organisation, start colour picking and applies colour to the model, if it needs the colour.

As he does this he is being organised on each software he uses, mainly Maya and Mari. He would name different layers, bake maps and auto maps having them prepared and then he will go back into Mari and rename layers, add folders and add new layers to keep workflow running smoothly.

Paul also mentions that if you are working for a company, the lookdev department will love you for being organised as everything is easy to find, they can create the final textures on the character, if this is not already done.

Applying his methodology to my workflow

Reading and watching his methods allows me to identify the flaws in my own work. For example the organisation for myself can be a lot better as I find myself spending time stressing out because I forgot a certain model, I realise I didn’t scale things correctly or that the textures are done after the model, blend shapes and rigs have been done. Although, these are not texturing I would still apply his workflow to my everyday use of maya. My referencing was always slacking in my regard, mainly due to impatience which then slows down my workflow because I will have to back track.  I need to spend more time analysing photo’s to see how they certain materials, details and light functions and re-create this within the program itself.



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