Maya texturing tutorial pdf




















License: Freeware Commercial. Home Maya Tutorials Texturing Browse. Subscribe to Tutorials Updates. UV pass shader.

Hi Amigos, This tutorial gives you knowledge on the concept of UV pass shader. UV pass shader is used to render UV pass which will be used in compositing to modify texture of the selected object.

Read Full Tutorial 5 Comments. Read Full Tutorial 8 Comments. Double sided texture. Nilesh vaity , added UTC 23, views Rating: 4. Read Full Tutorial 1 Comment. Read Full Tutorial 0 Comments. Hi guys, Maya fluids are amazing but expensive to use, So here is an old trick which will help you to create low cost but very realistic clouds. Read Full Tutorial 4 Comments. Photographing for Textures. Lately Ive stumbled across self-made textures of a dedicated hobbyist photographer.

Most of his textures lacked the features a good diffuse texture has. So I decided to make a tutorial for everybody out there whos interested in how to photograph usable diffuse textures. If you Texturing Resolution Tips. A common question when new to texture mapping, is what resolution should textures be? This is assuming that you are going to be making your own in a 2D package, such as Photoshop, either from scratch or from a scan.

Well, the first thing to do is ignore dpi settings. All you care about is the pix This tutorial goes through in detail the UV texture mapping process in maya.

Read Full Tutorial 3 Comments. Raytrace Shadows with Transparent Texture Files. Litow , updated UTC 74, views. Creating Clouds in Maya using Particle Clouds. Litow , updated UTC , views Rating: 3. Read Full Tutorial 6 Comments. Normal Mapping: Theory and Practice.

This tutorial is intended to describe some basic ideas about normal mapping and how to implement this technique in Maya. Normal mapping is the technique to replace the existing normals on model. A sensible option would be to multiply the texture page into two and assign the torso to one page, and the limbs to another.

A good rule to work to while organising your UV shells is to apply a checkered texture and then try and keep each grid section uniform in size and shape to ensure even page distribution. You are going to linger in Maya for a little longer now, and make Photoshop wait its turn. While you have the model ready, with its UVs neatly organised, it makes sense for you to let Maya generate a few starter maps for you. Baking out occlusion and diffuse maps will speed up your workflow while also adding more depth and realism to the textures.

These starter maps are also handy to use as a guide while you are painting later, as a texture page with lots of elements can sometimes be difficult to navigate.

Each stage you do to the torso can be transferred easily to the limbs. To make your life easier, combine all the elements which will be on the torso texture page, so you have a single model. Also do the same for the limbs. The first map you are going to bake is a lighting map, also known as an occlusion map. This will export the lighting information on the model, giving you highlights and shadows which will make the Loader feel more solid. Before we proceed I have to say a big thanks to fellow tutor Pat Imrie for sharing this tip.

This effectively tells Maya to bake out the surface information on this model. Adjust the resolution to suit your needs, and als increase the Fill Texture Seams option. Next create a new Surface Shader and apply this to the Torso. For the next stage you are going to bake out the colour information from the model into a diffuse map. On a fresh version of the model, work your way around applying colours to each part. These only need to be basic shaders at this stage as all we are after is the colour information.

We shall add the detail in a later stage in the process. Experiment by applying colours on a per-polygon basis. This enables you to include extra details which may be tricky to try and draw in by hand later.

When you are happy with the colours, bake the Smooth Mesh subdivisions in the same way you did earlier by using the Smooth Mesh Preview to Polygons tool. You now have a source model, but for this step to work you need a model to bake the information onto. In here you can transfer information between two models, be that normal map data, shader data or as you will be needing, diffuse data.

Select the Diffuse option and then specify your Source and Target models, along with the path and size of the texture you wish to output. Then click Bake! Now you have these main maps in your arsenal you are in good shape to start creating your texture pages.

Take these into Photoshop and layer them up so you have a Diffuse and an Occlusion layer. Duplicate the Occlusion layer and set the first blending mode to Soft Light, and the new copy to Multiply. Your maps are off to a great start and with a few simple details, what you should be looking at is a clean, new Loader. With just a few textures added you can quickly dirty this machine, and with some quick painting add some wear, tear and damage to the surface.

Before you move on to the actual dirt and damage, it's important to get the main details into the textures. Well this tutorial explains several methods on how to animate your camera.

This is a massive guide for anyone serious about game development. Building a medieval set-up? You can start with this tutorial where it teaches you to make a barrel asset for games or animations. While the asset may not look much, this video will teach you the necessary workflow to create any game asset.

This includes skills like retopology of high poly assets and baking normal maps. So in this tutorial the author uses a nondescript asset to walk you through the asset creation phase from modeling to texturing. Check Out This Course.

Instead of watching pre-recorded tutorials you can instead learn in an online classroom set-up. The extensive syllabus with CG Spectrum starts from the modeling foundations and then to character and environment modeling.

Every teacher is also a working industry professional. By the time you finish this class you will have a decent portfolio ready for hire. This is a pricier option but it has to be one of the more complete ways to learn Maya from the ground-up. Maya comes prepared to execute all your visual effects shots. They also apply to smoke, explosions, and clouds. Needless to say, you can still apply the concepts to the latter. Then you conclude the project by rendering it with Arnold inside Maya.

By the end of the tutorial you should be incredibly confident in making fire and smoke, or working with any kind of fluids in Maya. With the nucleus solver nParticle can interact with nCloth which is incredibly valuable. Most assets nowadays are textured in a dedicated material authoring software such as Substance Painter, Mari, or Quixel. In addition, Maya comes with handy features that can generate procedural maps. This window allows you to create and modify shading networks to create simple and complex materials.

This includes creating strategic controls that allow posing the face into several expressions. In this tutorial you learn to create stylized assets that can be used as your set pieces. Photoshop will then be used for further texture adjustment. To be upfront, retopology is probably the least interesting part of the 3D creation process.

Retopology comes after the highly detailed sculpt but before rigging or texturing. Like retopology for modeling, UV mapping suffers the same conundrum for texturing. Before a character gets textured it must be UV mapped properly otherwise you end up with inconsistent details. The main concern with using different software is file compatibility. Maya comes with a dedicated game exporter built for that purpose.

So here you will create several game animation cycles such as walking, running and jumping all in Maya. You will learn how to use animation clips from scratch. Maya does come with a hefty price tag for indie developers that can easily break the bank. You also learn an efficient and effective workflow by reusing models and tiling textures.



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