Menu
Workshop

Material Texturing for Production in Mari & Maya

A Workshop
by Peter Aversten

Learn Production Techniques for Feature Films With Peter Aversten

intermediate
8h 40m 41s
28 Lessons
A Workshop
by Peter Aversten
Get Started
Subscribe

This comprehensive material texturing workshop teaches industry-proven techniques tried and tested on feature films by Lead Texture Artist, Peter Aversten. During 8.5 hours of video tutorials, Peter walks through the techniques he uses in production using primarily Mari and Maya, beginning with the fundamentals and demonstrations of more beginner concepts covering the Mari node graph — perfect for those transitioning from a layer-based workflow. The workshop then gradually builds on the processes explored in the initial chapters, while demonstrating how to work with a typical hero UDIM asset that would be found in the majority of feature films.


Peter reveals how to texture assets for RenderMan using physical values and shows how to create some of the major materials, highlighting a combination of techniques that are both procedural and texture-library-based. He also explains how to use physical values for texturing from the Index of Refraction databases and discusses how a typical feature film pipeline works to provide all-important industry insights.


Topics range from production UVs, material assignments in Maya, to working with different packages including Substance Painter for baking utility maps as well as using texture resources from both Substance Source and Megascans. He additionally walks through how to set up a test scene using RenderMan for Maya to test the progress of the textures produced during the series.


Project files include the 3D asset, Mari procedural nodes, and the Index of Refraction values used in the material creation process for the RenderMan shader and are available to download with a subscription.

28 Lessons

01Introduction to Material Workflows Using ChannelsFree

Peter Aversten introduces his workshop, which serves as a bridge for artists transitioning from Mari's layer stack to node-based workflows. While the layer system provides an intuitive interface for applying and blending pre-made materials, with features such as automatic masking and multi-channel editing, he emphasizes that mastering the node graph is crucial for production work. The layer stack is best used as a learning tool to understand material concepts before diving into the more powerful, flexible node-based approach required to create custom materials.

Duration: 10m 44s

Introduction to Material Workflows Using Channels
02Introduction to Shaders & Materials in Mari

This lesson establishes the foundational workflow for professional material authoring in Mari, emphasizing that successful material creation requires understanding both the technical node-graph architecture and production-oriented practices like template building and library management. Peter's approach focuses on creating flexible, artist-friendly materials that balance complexity with usability, setting up a framework that will be expanded in subsequent lessons. Whether working solo or in a facility pipeline, these principles of exposing key controls, using procedural breakup, and maintaining organized material libraries form the backbone of efficient texturing workflows.

Duration: 27m 8s

Introduction to Shaders & Materials in Mari
Unlock lesson
03Useful Nodes & Concepts for Material Workflows

This lesson emphasizes professional material-creation workflows that prioritize both artistic flexibility and technical efficiency. Peter's approach focuses on building materials that are well-organized and performance-optimized through strategic baking and provides artists with intuitive controls for common adjustments. By strategically using manifold-based workflows and utility nodes, materials become more maintainable and allow multiple texture maps to be controlled cohesively, which is essential in production environments where materials need to be both powerful and user-friendly.

Duration: 38m 3s

Useful Nodes & Concepts for Material Workflows
Unlock lesson
04Baking Meshmaps & Assigning IDs for Material Isolation

Proper preparation and naming conventions are critical for successful texture-baking workflows. While production environments may automate these processes, understanding the fundamental principles, including UV inspection, geometry preparation, material ID assignment, and troubleshooting common errors, ensures artists can handle manual baking procedures and fix issues when automated systems fail. Peter explains why the key is to maintain consistency in naming, colors, and geometry organization to enable repeatable results when assets need updates.

Duration: 23m 54s

Baking Meshmaps & Assigning IDs for Material Isolation
Unlock lesson
05Using GEO Channels & Radio Nodes in Mari

The optimal Mari workflow combines geochannels and radionodes to leverage the strengths of both systems. Geochannels provide access to high-quality baked utility maps within any level of the node hierarchy, making them essential for building reusable gizmos. Radionodes offer live, non-destructive adjustments in the main graph for faster iteration. By setting up both systems simultaneously with consistent naming conventions and using bake points for data management, artists can learn how to maintain flexibility while working efficiently across complex texturing projects.

Duration: 18m 24s

Using GEO Channels & Radio Nodes in Mari
Unlock lesson
06Handling Complexity Using Bake Points

Bake points are essential optimization tools for managing complex procedural texturing workflows. By strategically placing bake points after computationally expensive node networks, artists can learn how to maintain real-time performance while preserving the flexibility to make upstream adjustments. The limited patch baking feature further enhances efficiency by allowing targeted updates to specific regions without rebaking entire assets, making it practical to work with heavy procedural setups on large projects.

Duration: 11m 56s

Handling Complexity Using Bake Points
Unlock lesson
07Save Time Using Templates

Creating standardized templates in Mari significantly improves efficiency by eliminating repetitive setup work across projects. The key is to identify common elements such as bakes, masks, and material blends that can be standardized, and then organize them with clear naming conventions and easy navigation tools. While templates need minor adjustments when applied to new assets (rebaking nodes with new texture data), they provide a solid foundation that allows artists to focus on creative work rather than rebuilding basic node structures for every project.

Duration: 21m 41s

Save Time Using Templates
Unlock lesson
08Save Time by Creating Your Own Custom Procedurals

Creating custom procedurals is an essential workflow optimization technique for texture artists. By identifying repetitive node setups and converting them into reusable custom procedurals, artists can learn how to significantly speed up their work and maintain consistency across projects. Peter's approach is particularly valuable in production environments where standardization and efficiency are critical, allowing artists to build a personal library of tools tailored to their specific needs.

Duration: 8m 22s

Save Time by Creating Your Own Custom Procedurals
Unlock lesson
09Planning UV Layout for Materials

Proper UV layout requires strategic planning that considers both technical requirements and workflow efficiency. By maintaining uniform texel density, organizing UVs with consistent directionality, implementing mirrored layouts where appropriate, and grouping materials logically, artists can learn how to significantly streamline their texturing and baking processes. While modern tools have simplified some aspects of symmetrical work, traditional UV layout principles remain valuable for efficient texture management and editing.

Duration: 8m 9s

Planning UV Layout for Materials
Unlock lesson
10Freeze a Complete Material Using Multichannel Bake Points

Multi-channel bake points are an essential optimization tool in Mari for managing complex material workflows. By baking expensive material calculations once and working from the cached results, artists can learn how to maintain interactive viewport performance even with numerous complex materials. The ability to selectively rebake specific patches and channels provides flexibility while minimizing unnecessary computation, making it an efficient workflow for production environments.

Duration: 11m 14s

Freeze a Complete Material Using Multichannel Bake Points
Unlock lesson
11Material Creation: IOR Procedural for RenderMan Shaders

This lesson demonstrates a production-level approach to creating physically accurate metal materials by leveraging scientific data and custom procedural systems. By building a library of preconfigured material gizmos with accurate IOR and extinction coefficient values, artists can learn how to quickly switch between metals (gold, aluminum, copper, etc.) without repeatedly entering complex physical parameters. Peter's methodology improves both accuracy and efficiency in texture creation workflows.

Duration: 12m 58s

Material Creation: IOR Procedural for RenderMan Shaders
Unlock lesson
12Material Creation: Author a Material for a Library

This lesson presents a professional workflow for creating sophisticated, reusable materials in Mari that go beyond basic texture mapping. By combining offline rendering for accurate previews, procedural layering techniques, and smart parameter exposure, artists can learn how to build flexible material systems that respond intelligently to geometry features, such as curvature, while maintaining artistic control. The "smart material" approach demonstrated enables complex, multi-layered materials with artist-friendly controls, similar to workflows in Substance Designer but adapted to Mari's node-based system.

Duration: 23m 33s

Material Creation: Author a Material for a Library
Unlock lesson
13Material Creation: Rubber Material Using Different Resources

This lesson demonstrates a production-proven approach to material creation that combines commercial texture libraries with custom procedural work. By layering base materials from Substance Source with imperfection maps from Megascans and building flexible control systems in Mari, artists can learn how to efficiently create realistic, customizable materials. Peter's emphasis on exposing parameters and packaging materials for reuse reflects professional production needs where materials must be both high quality and easily adjustable by different artists throughout a project.

Duration: 40m 12s

Material Creation: Rubber Material Using Different Resources
Unlock lesson
14Material Creation: Hammerite Material

Creating a convincing Hammerite paint material requires layering multiple technical elements, particularly the clear coat system that gives the characteristic plastic-coated metal appearance. While Peter's workflow involves some manual translation between RenderMan and Mari due to viewport limitations, the combination of proper IOR values, absorption tint, thickness parameters, and procedural surface details produces a realistic industrial coating effect. This lesson emphasizes understanding how physical shader parameters interact to achieve specific real-world material appearances.

Duration: 10m 8s

Material Creation: Hammerite Material
Unlock lesson
15Material Creation: Dirt Material Using Custom Procedurals

This lesson showcases professional material-authoring techniques for creating realistic, complex surface effects in Mari. By combining custom procedurals, multiple mask layers, and geo-channel data, Peter demonstrates how to build a flexible "smart material" that automatically responds to geometry features. His approach teaches artists how to create physically plausible dirt materials with wet and dry variation that can be easily adjusted and reused across different assets.

Duration: 11m 26s

Material Creation: Dirt Material Using Custom Procedurals
Unlock lesson
16Material Creation: Metal Wire Material

This wire shader demonstrates the importance of proper UV preparation and systematic procedural layering. By establishing a base scale and carefully aligning additional procedurals to match, the shader creates a realistic twisted-wire appearance that tiles seamlessly. Peter's use of brightness curves to soften linear procedurals into rounded forms is a key technique for achieving believable cylindrical wire geometry from flat texture patterns.

Duration: 9m 9s

Material Creation: Metal Wire Material
Unlock lesson
17Material Creation: Procedural Rust

This lesson provides a comprehensive workflow for creating a procedural Rust material that can be applied selectively to metallic surfaces. The key to realism is layering multiple procedural patterns that work together across color, bump, and specular channels, all driven by the same base masks for consistency. Peter's approach allows for flexible, non-destructive rust application that can be easily adjusted and applied to various metal parts as needed.

Duration: 12m 4s

Material Creation: Procedural Rust
Unlock lesson
18Project 1: Project Setup

This lesson establishes a professional texturing workflow that prioritizes planning, efficiency, and early problem detection. By setting up a robust infrastructure with templates, proper color management, and ID-based material assignments, Peter creates a foundation that will support complex material creation while minimizing technical issues. His emphasis on testing materials early in the renderer ensures that any fundamental problems with the model or UVs can be addressed before substantial texturing work begins, ultimately saving time and preventing costly revisions later in the production pipeline.

Duration: 40m 12s

Project 1: Project Setup
Unlock lesson
19Texture Test Scene in RenderMan for Maya

This lesson provides essential technical knowledge for integrating Mari-exported textures into a RenderMan production pipeline. Peter's workflow emphasizes proper color space management, texture optimization through .tx conversion, and correct shader configuration for physically based rendering. While he acknowledges that production environments typically automate texture assignment and rendering, his manual setup process is valuable for artists working independently or testing materials during development before final automated turntable renders.

Duration: 13m 19s

Texture Test Scene in RenderMan for Maya
Unlock lesson
20Project 2: Working on Metal Parts

This lesson showcases a professional production approach to complex asset texturing, emphasizing the balance between creative iteration and technical performance. Peter's workflow demonstrates that achieving realistic materials requires multiple layers of controlled randomization and breakup rather than relying on single effects. By establishing efficient organizational systems (bake points, geometry versions, channel management) early in the process, artists can learn how to maintain creative flexibility while keeping the scene performant enough for real-time feedback during the texturing phase.

Duration: 37m 28s

Project 2: Working on Metal Parts
Unlock lesson
21Displacement Preview in Mari & Maya Test Scene Plus RenderMan Setup

This lesson showcases a professional production approach to complex asset texturing, emphasizing the balance between creative iteration and technical performance. The workflow demonstrates that achieving realistic materials requires multiple layers of controlled randomization and breakup rather than relying on single effects. By establishing efficient organizational systems (bake points, geometry versions, channel management) early in the process, artists can maintain creative flexibility while keeping the scene performant enough for real-time feedback during the texturing phase.

Duration: 10m 43s

Displacement Preview in Mari & Maya Test Scene Plus RenderMan Setup
Unlock lesson
22Project 3: Displacement Painting & Largescale Breakups

This lesson showcases a sophisticated layered approach to displacement mapping that balances multiple scales of detail while maintaining realistic surface characteristics. Peter demonstrates that effective displacement work requires not just adding detail, but intelligently controlling where and how strongly that detail appears based on real-world material behavior. By baking displacement data as reusable geo-channels, he creates a foundation that will streamline the subsequent material-authoring phase.

Duration: 12m

Project 3: Displacement Painting & Largescale Breakups
Unlock lesson
23Project 4: Working on Plastics & Various Non-Metallic Materials

This lesson showcases an advanced material-authoring workflow that prioritizes flexibility and efficiency through layered masking and strategic baking. Peter demonstrates a methodical approach to building complex, realistic materials by combining library assets with custom procedural breakup and displacement data. With the materials now properly assigned, the next phase will focus on integration work, including adding scratches, dirt, rust, and other details to make the surfaces feel used and believable, along with refining the rubber displacement to add surface interest.

Duration: 22m 56s

Project 4: Working on Plastics & Various Non-Metallic Materials
Unlock lesson
24Project 5: Rubber & General Material Integration

This lesson demonstrates an advanced material-authoring workflow that combines procedural techniques with hand-painted control for creating believable military vehicle wear. Peter's systematic approach of layering materials, using masks to reveal underlying coats, and properly handling material properties (especially when mixing metallic and non-metallic elements) results in a highly realistic aged appearance. The next lessons will focus on metal scratches and introducing rust effects to further enhance realism.

Duration: 24m 51s

Project 5: Rubber & General Material Integration
Unlock lesson
25Project 6: Adding Rust & Further Material Breakup

This lesson demonstrates an advanced, layered approach to creating realistic surface wear in Mari, emphasizing both technical efficiency and artistic control. Peter's workflow balances procedural smart masks with manual artistic refinement, while using performance-optimization techniques such as simplified preview comps. With the metallic base, scratches, and rust now established, the next lesson will focus on adding dirt, grime, and oil effects to further integrate and ground the asset in a believable environmental context.

Duration: 14m 27s

Project 6: Adding Rust & Further Material Breakup
Unlock lesson
26Project 7: Adding Dirt, Dust & Oil Stains

This lesson demonstrates a professional, layered approach to asset weathering that prioritizes physical realism and technical flexibility. Peter's methodical process of building up multiple dirt types with carefully crafted masks creates believable wear patterns while maintaining control for future adjustments. His workflow emphasizes the importance of iterative refinement and preparing assets properly for downstream look development work, where separate material passes allow directors and artists to dial in the exact level of weathering needed for each shot.

Duration: 17m 8s

Project 7: Adding Dirt, Dust & Oil Stains
Unlock lesson
27Project 8: Lookdev Prep, Mask Workflows & RenderMan Layered Shader Setup

This lesson demonstrates a professional texturing pipeline that separates texture creation from final look development, providing maximum flexibility for iterative adjustments. By exporting clean passes, dirt passes, and multiple mask variations, artists enable look-development teams to fine-tune material appearances without requiring new texture exports. Peter's modular approach is standard in production environments where collaboration between texturing and look-development departments requires clear handoffs and version control systems.

Duration: 23m 45s

Project 8: Lookdev Prep, Mask Workflows & RenderMan Layered Shader Setup
Unlock lesson
28Material Texturing for Production in Mari & Maya Conclusion

This final lesson demonstrates an efficient workflow for creating weathered, realistic 3D assets using smart material systems and mask-based texturing. While Peter acknowledges the work shown represents an intermediate stage rather than final production quality, it effectively illustrates how modern texturing tools can accelerate the creative process. His assessment of remaining issues and time requirements offers valuable guidance on professional 3D asset production standards.

Duration: 4m 47s

Material Texturing for Production in Mari & Maya Conclusion
Unlock lesson

Primary tools

For this workshop you’ll need:

Mari
Substance Painter
Maya

* Note that these programs and materials will not be supplied with the course.

Project Files

This workshop provides artists access to Pat Imrie's project files. Inside, you'll find:


  • 3D models (.abc) – Gatling gun geometry ready to import into any 3D application or game engine
    - RenderMan IOR files (.mpc) - IOR files used for the RenderMan test scene within Maya
  • These project files have been provided by the instructor to make it easier to follow along with the workshop.
zip
PAV01_projectFiles.zip
68.56 MB
Subscribe for Project Files

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced texture artists working in feature film production who want to master industry-standard texturing workflows. Artists familiar with basic texturing concepts but seeking to transition from layer-based approaches to node-based Mari workflows will find this particularly valuable.


Junior artists looking to advance their careers in high-end VFX and experienced professionals wanting to refine their RenderMan material creation skills will also benefit significantly. The comprehensive coverage of production pipelines and physically based material workflows provides essential knowledge for anyone serious about feature film texturing work.

Learning Outcomes

By completing this workshop, artists will have mastered professional texturing techniques used in feature film production, including Mari node workflows and RenderMan material creation.


Key skills include:

  • How to navigate and utilize Mari's node graph system for professional texture workflows.
  • How to work with hero UDIM assets typical of feature film production environments.
  • How to create physically accurate materials using RenderMan with proper Index of Refraction values.
  • How to effectively integrate Substance Painter for baking utility maps within production pipelines.
  • How to leverage texture libraries from Substance Source and Megascans in professional workflows.
  • How to set up and use RenderMan test scenes for iterative texture development.
  • How to manage material assignments and production UVs efficiently within Maya environments.
Get Started
Subscribe
Workshop
Material Texturing for Production in Mari & Maya
Learn Production Techniques for Feature Films With Peter Aversten
A Workshop by Peter AverstenCross-Show Lead Texture Artist
intermediate
8h 40m
28 Lessons
Instructor Peter AverstenCross-Show Lead Texture Artist

Peter Aversten is a Build Technical Supervisor at DNEG, with over 33 years of experience in the industry. He has worked with leading studios including Method Studios, Cinesite, Moving Picture Company, and Fido Films, contributing to shipped titles such as The Witcher, Ghostbusters: Afterlife, Space Jam: A New Legacy, Godzilla: King of the Monsters, Shazam!, Justice League, and many more.


Peter's expertise extends beyond production; he was involved in beta-testing Mari before its commercial release and has contributed to every subsequent version. He has also beta-tested and developed official training materials for Pixar RenderMan. His work has been featured in industry publications such as 3D World, and he continues to create educational resources to support the texturing and VFX community.

View profile
  • Peter has a lot of experience and a broad skillset. Over the years, I've always been impressed by not only his technical knowledge but his artistic talent as well. Peter is someone you would always want on your team.

    - James Stone
    Builds Supervisor at Cinesite Montreal

  • Peter has a deep understanding of what it takes to deliver complex, world-class VFX texturing. Combined with his ability to clearly communicate and educate, Peter is the perfect texturing tutor.

    - Tom Reed
    Head of Assets (Feature Animation Division) at DIGIC Pictures

  • Peter is a wealth of knowledge within the VFX industry and it’s so great that he is able to spend time creating wonderful content for everyone to learn from his vast experience. He not only has a great skill set when it comes to texturing but also has great knowledge when it comes to lookdev and rendering, which is extremely important to know as a texture artist in today’s day of PBR workflows.

    - Jason Gagnon
    Build Technical Supervisor at DNEG

Frequently asked questions
Everything you need to know about the Gnomon Workshop
All subscriptions gain you unlimited access to our entire training library of 350+ tutorials with 1000+ hours of training. Watch as many as you like - there are no limits.
A Team License is suitable for any team of 2 or more artists working for a company or attending an educational institution. Licenses can be scaled to accommodate hundreds, or even thousands, of artists or students across multiple groups, teams, or departments.

Learn more about our plans available for Studios here.

Learn more about our School plan options here.
Yes! Whether you’re looking to gift 1 month of The Gnomon Workshop, or would like to gift 3, 6, or 12 months, we’ve got you covered. Just head to https://thegnomonworkshop.com/gift, select your preferred quantity, and your recipient will receive an email notification with their gift card and instructions for how to claim their gift. You’ll also receive a receipt for your purchase by email.
If you have questions, please contact us.
The best way to contact us is via our Contact Form, Emails are responded to on a daily basis, Monday-Friday.
Watch this workshop and hundreds more
Unlimited access to every workshop
Taught by industry leaders & working professionals(1500+ hours of professional training)
Project files available for selected titles
Learn at your own pace
Get Started
Subscribe