Animal Logic. Happy Feet. 2004-2006 The role of surfacing artist involved taking sole responsibility for a scene, designing the look of surfaces by: establishing UV layouts; creating texture maps for displacement, color, specular and reflections; baking out occlusion, subsurface scattering and footprints simulations; and building the shaders using a proprietary material management tool (the wonderful Freezer!)." Because of the complexity and technical aspects, packages were developed for the environment department that included scene cameras, geo, light rig and scene animation, which was beneficial for quality control and deadlines. This process involved close daily direction from the Art Director and Surfacing Supervisor. It also involved cross company communication and working closely with other departments. The pipeline was looped: once surfacing was approved by the director, the scene was delivered to Lighting where it was key-lit and sent back to surfacing for final tweaks before final lighting and VFX would begin. This process involved extensive experience with Maya's Hypershade and Renderman (PRMan).