Working on Zom 100: Bucket List of the Dead (2023) for Netflix was one of the most technically demanding and creatively exciting creature look-dev challenges I’ve taken on. The project called for something truly unique—a zombie shark that needed to feel both grounded and stylized within the tone of the show.
In this article, I’ll walk through my role, the challenges of handling massive texture data, and how I approached look development using Houdini, MARI, and V-Ray.
My Role: Zombie Shark Look Development in Houdini

On this project, I was in charge of the look development of the zombie shark, working primarily in Houdini.
This asset wasn’t just another creature—it had to strike a very specific balance:
-
Believable enough to feel grounded
-
Stylized enough to match the tone of the show
-
Detailed enough to hold up in close-ups
Look-dev became the critical stage where everything came together—shaders, textures, lighting response, and overall visual cohesion.
Collaborating with Rafa Zabala — A World-Class Digital Sculptor
The base digital sculpt was created by Rafa Zabala, an incredible digital artist I’ve had the pleasure of collaborating with in the past.
Rafa has contributed to some of the most iconic films in the industry, including The Lord of the Rings and Planet of the Apes. His sculpt provided a strong foundation, full of character and anatomical detail, which made the look-dev process both challenging and inspiring.
Having such a high-quality sculpt meant that the look-dev had to match that level of excellence—every shader and texture needed to enhance, not overpower, the original work.
The Technical Challenge: Managing 30+ UDIMs in MARI

One of the biggest technical hurdles on this project was dealing with an extremely high number of UDIMs—over 30 in total.
Handling this amount of texture data in a production environment requires more than just standard workflows. To manage this efficiently, I developed a custom node-based pipeline in MARI.
This allowed me to:
-
Organize large amounts of texture data more efficiently
-
Maintain consistency across UDIM tiles
-
Speed up iteration and updates
-
Keep the workflow scalable and non-destructive
Building this system was essential for keeping the project manageable and ensuring high-quality output across all texture maps.
Look Development in Houdini & V-Ray

With textures in place, the next step was bringing everything together in Houdini.
Houdini provided a powerful environment for:
-
Procedural control over shading networks
-
Flexibility in handling complex assets
-
Integration with high-end rendering workflows
Using V-Ray for rendering, I focused on:
-
Fine-tuning material response (wetness, decay, organic surfaces)
-
Balancing specular and roughness across different materials
-
Ensuring believable interaction with light
The zombie shark featured a mix of elements—rotting flesh, exposed structure, and aquatic surface qualities—which required careful shader blending to avoid visual noise while maintaining richness.
Balancing Realism and Stylization
One of the key artistic challenges was finding the right balance between realism and stylization.
The creature needed to feel:
-
Physically plausible under lighting
-
Visually striking and memorable
-
Consistent with the tone of Zom 100
This meant constantly adjusting:
-
Texture intensity
-
Shader response
-
Contrast between materials
Too realistic, and it would feel out of place. Too stylized, and it would lose impact. Finding that sweet spot was at the core of the look-dev process.
Key Learnings from the Project
1. Pipeline Matters as Much as Art
When dealing with large-scale assets (like 30+ UDIMs), having a solid system in place is crucial.
2. Great Sculpt = Great Foundation
Working from Rafa Zabala’s sculpt elevated the entire process and pushed me to deliver at a higher level.
3. Flexibility is Key in Look-Dev
Houdini’s procedural approach allowed for constant iteration and refinement.
Final Thoughts
Working on Zom 100: Bucket List of the Dead for Netflix was an incredible opportunity to push both my technical and artistic skills.
From developing a custom MARI pipeline to handling complex look-dev in Houdini and V-Ray, this project reinforced the importance of adaptability, problem-solving, and attention to detail.
Creature work at this level is never just about making something look good—it’s about building systems, collaborating with top-tier artists, and delivering assets that hold up under any condition.