
Formic Queen's hand. Maps painted by a member of Chris Nichols' texturing team.. wish I could remember the name. Apologies.

Formic Queen. Designer was Tully Summers. Head maps painted by Chris Nichols (..also the modeler, now at ILM).

Formic mothership. Vray. Geometry came from talented modeler in Art Dept. David Levy original designer. Procedurals I'd done via a custom Prman bake process.

Formic mothership. Vray. Geometry came from talented modeler in Art Dept. David Levy original designer. Procedurals I'd done via a custom Prman bake process.

Faux BRDF system I developed from GI Joe R&D adapted for Transformers '3.' Lit by a talented member of the DD lighting team. Dielectric materials using an albedo, rough, and height map. Even so long ago, possible to light by a single HDR.

Faux BRDF system I developed from GI Joe also adapted for Transformers '3.' Lit by a talented member of DD lighting team. Conductive materials using an albedo, rough, and height map. Uses the same ellipsoidal sampling technique for anisotropic metal.

Faux BRDF system I developed from GI Joe adapted for Transformers '3.' Conductive, Dielectric and Cleacoat materials using an albedo, rough, and height map. Uses the same ellipsoidal sampling technique for anisotropic.

Faux BRDF system I developed from GI Joe adapted for Transformers '3.' Conductive, Dielectric and Cleacoat materials using an albedo, rough, and height map. Uses the same ellipsoidal sampling technique for anisotropic?

Very old pre-GI era Prman.. Sonny! BRDF type response built into a slim network shader system with ellipsoidal sampling for anisotropic roughness. Shell made with our proprietary Nuke 'transblurrency.' Our composited shader approach rendered much faster than Weta's, although quality control was difficult for comp team. None of this is necessary now, of course. This was a shot I lit and composited for the film.
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