---
title: "RazorBack Modeling"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657162498/RazorBack%20Modeling"
format: markdown
---
### Modeling

A crucial aspect for all artists is having a diverse range of references. 

I highly recommend using [Pure Ref](https://www.pureref.com/) software, which is exceptionally convenient for organizing references that will be valuable throughout the project.

Begin with reality as your foundation, but don't hesitate to explore other artists' completed projects. This approach allows you to ground your work in reality and then innovate to adapt to your own model. While making precise modeling decisions, keep in mind that these choices also influence texturing. 

Each decision goes beyond mere aesthetics; it must be justified and consider the environment in which the creature resides. Is it on a particular planet? Does it resemble an animal, reptile, or amphibian? Such considerations will help create the most realistic and convincing creature possible.

![razorback_pureref.jpg](media://9a726429-45d3-4e6e-a46e-fc4906f52ac1)

For the modeling aspect, I recommend exploring the YouTube videos shared by [Kurtis Dawe](https://www.youtube.com/watch?v=NHVVqoit30s&ab_channel=KurtisDaweCreative). These videos provide valuable insights into his working methods, demonstrating how he approaches creature creation from scratch. He showcases his techniques for handling limb transitions, sculpting scales, and breathing life into his assets.

Moving on to the UV stage, it's essential to maintain symmetry to facilitate texturing in Mari. This allows for seamless transfer of textures, UDIM by UDIM, from one side of the model to the other. Ensure uniform UV density texel across the body's UDIMs to maintain consistency. 

However, consider adjusting the texel density in areas like the eyes to achieve higher-quality rendering in the final render, especially since they are the creature's focal point.

![modeling_part_by_kurtisdawe.jpg](media://564be17f-d4a6-4b0b-9ee9-2a086d99ca7f)