Hey, guys!
This year I had the honor and opportunity to speak at Siggraph. A dream came true!
I gave a quick demo at Foundry's booth about my texturing workflows and how I usually organize my textures when I have to deal with a hero asset in production.
For this presentation, I used Leviathan Sentinel, a texturing project created for my Advanced Texturing course at Think Tank Online (https://www.tttc.ca/online/), that was beautifully modeled by my friend David Letondor - https://www.artstation.com/davidletondor
You can see more images here: https://www.artstation.com/artwork/Lq3e5
This demo focuses on one of the most underrated topics when it comes to texture workflows: organization. It may sound boring at first, but if you keep you scene organized and planned from the beginning, you'll save a lot of time and money in the end!
Hope you guys like it and keep an eye on my website, I'll write a detailed breakdown about this method soon: http://www.paulhpaulino.com/articles/
Skill Up | Texturing Workflows In Mari With Paul H. Paulino