This paper delves into two separate production areas of the short film, Spider Fight: the approach used to solve the problem of rigging eyelids for 3d characters, and the pipelines that were implemented for texturing 3d assets. Typically, problems exist in the rigging of eyelids for 3d characters. Productions rely on a series of blend shapes, or a combination of joints and blend shapes, to produce satisfactory eyelid movement. Spider Fight, however, used a series of curves and joints to control the movement of the eyelids, which allowed a high degree of control over eyelid movement, and also fast editing if any problems were detected. Another challenging area for computer-animated productions is texturing 3d assets. In order to accommodate the mix of characters and props in Spider Fight, a pipeline was developed for props that included Photoshop and Maya, while a second pipeline was created for characters that involved UVLayout, ZBrush, and Photoshop. The end result was an efficient system, which produced satisfactory results starting from the creation of UV shells and ending with completed textures