The images below are rendered in Pixar's Renderman. Everything was modeled in Maya. I re-did the shaders in Redshift for my animation "The Kickflip" for faster render times. Breakdown below.

sk8board1 sk8board2 sk8board3 sk8board3


Reference images I used for modeling in Maya.

reference images

Here is a tutorial on how to use image planes to model in Maya

Below: topology in smooth preview.

topology view 1 topology view 2 topology view 3

Below are the textures for the deck.

textures 1

For the board scratches, I used photos of my skateboard, and created texture files in Photoshop.

scratches 1

Below: The UV layout view (with the UV lines hidden). Left to right: diffuse, bump, and specular maps.

texture 2

I wanted the board to shine, but not in the parts that got scratched up, hence the dark in specular.

To layer the scratches I used Renderman's PxrLayerSurface and PxrLayerMixer shader nodes.

Here is a tutorial on how to use these nodes.

Below is the shader network for the deck, in Renderman.

shader 1

I went through the same pipeline as above for the scratches on my trucks.

scratches 2

The truck scratches, (left to right) diffuse, bump, and specular.

scratches 1

Below is my shader network for the trucks (in Renderman).

nodes 1

In Redshift, the shader-layering node is called "MeterialBlender."

Below is the shader network.

shader 2

Here is a tutorial on how to use this Redshift node in Maya.

As for skinning, I had joints in the board's middle, above each truck, & at the nose/tail base and tips.

The trucks themselves had a single joint each.

You can see the hierarchy in the picture below, on the left.

joints 1

(click to enlarge)

The joint weights were pained as follows:

weights 1 weights 2

Notice that the nose/tail joint's influence goes well beyond the middle. This is so the board can bend.

weights 3 weights 4

Tap/click on the pic below to see the bend in action.

bend 2

Below is a top view of the rig, i.e. joints driven by NURBS curves.


In real life, to turn while riding a skateboard the rider must put weight on either their toes or heels.

trucks bend1

So, the trucks are designed such that when they rotate around the x-axis they also rotate around the y-axis. Below is what a backside turn looks like from the bottom view.

trucks bend2

To accomplish this in my rig, I constrained the x and y rotation values of the truck ("truckFront_GRP" pictured below, to the right) to the x-rotation of the controller ("F_trucks_CON" pictured on the left).

(I had to use a reverse node to sync the x-and-y-axes in the correct positive/negative rotation.)

joints 1

(click to enlarge)

That's it! Thank you for looking :)

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