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title: "Hippe Dragon Texturing"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657260714/Hippe%20Dragon%20Texturing"
format: markdown
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### Texturing

I like to start my Texturing with Color/Albedo and use it as a base to drive most of the information on the secondary maps. For the Color map, I prefer Mari since it has some great procedural nodes and for the secondary maps such as Roughness and Displacement, I used Substance painter.

For the body, I used procedural tools to create the textures and variation and for leaves and petals I used a combination of Projecting images as well as procedural techniques. This is how my color map came along from start to end.

![image23.gif](media://675f0e4d-048e-4e56-89db-376496573ddf)

![image7.gif](media://716e761b-74a6-4e28-b749-f78d2b03c14f)

For displacement/height map, I prefer Substance Painter since it gives a fair estimate of the output on the viewport itself. This saved a lot of time on render iterations for every small tweak. To have more control on the intensity of the bump and displacement in different parts of the body, I used Layer Displacement workflow. This allowed me to tweak the intensity of a specific part of the body through a Remap node and a mask to control the area.

A tip to save some render time is to try and achieve larger deformations using displacement and get micro details through Bump even while using the same height map in both. Trying to get all the details including micro ones through just Displacement, one might end up reducing the micropolygon length too much to be able to see fine details. On the other hand, it’s much lighter to get those details in Bump instead.  
For this asset, my base model was already quite high poly so to try and make it lighter, I increased the micropolygon length to a value of 1.5 from the default value of 1. It can be found in the Render Settings under Renderman.

Another thing to keep in mind is to check on “Watertight Dicing”. I started to get some holes along the seams when working with Displacement, so checking this option helped sort that issue.

To be extra sure that there are no holes in the geometry, I also checked an option called “Prevent Polygon Cracking” which can be found in the object’s Attribute Editor’s Shape node, under the Renderman’s Displacement Tab.

This is how the base model looks before and after the Displacement.

Creating RGB masks of all the major areas where I wanted separate control was very important for this approach. This came in very handy at the time of Lookdev, especially when it came to tweaking the bump and displacement or having separate control over SSS and transmission in different areas.

![image19.png](media://7a01c43c-9756-438c-808e-5df69df9bb3c)


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