---
title: "RazorBack Procedural Texturing"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657555620/RazorBack%20Procedural%20Texturing"
format: markdown
---
##### Texturing Procedural

To introduce maximum variation, integrating ISO maps and displacement/utility maps with rock and granite maps in triplanar projection is essential. 

This approach significantly enhances detail, facilitating smooth transitions between layers created within the Mari node.

![workflow_texturing_mari_rocks.jpg](media://c6725f96-765f-446c-8117-7602e5a3cf07)

Following the procedural pass, which combines scanned map projection and procedural nodes, a final texturing pass is conducted to incorporate a myriad of micro-detail variations. 

Substance Designer and Substance Painter are utilized to modulate HSV variations on the scales, as well as to introduce subtle details of dead skin, strategically placed at specific ends of the scales. 

Throughout this process, considerations are made regarding the creature's movement and environment, referencing texturing materials to inform decisions.

![razorback_uv_udim_in_mari.jpg](media://c42d7d38-f9bc-4b93-acde-5345a752dd48)

The final addition involves enhancing specific specular highlights along the edges of the scales while simultaneously increasing albedo detail. Once the mask creation is complete, the focus shifts back to Mari for texture publishing, marking the transition to the Lookdev stage.

![gif_razorback_texturing_mari.gif](media://026ebc43-1dc9-43ac-bb67-804d2edd7ad5)