Showing posts with label Maya Texturing. Show all posts
Showing posts with label Maya Texturing. Show all posts
Monday, 6 August 2018
Monday, 16 May 2016
Thursday, 21 January 2016
How To Bake Textures in Autodesk Maya
Texture baking is a very important tool for a 3D artist. It is one of the most used tool in Game industry. Though its use not limited to 3D game but also can use in any type of production pipeline. Texture baking can cheat a healthy amount of rendering time if used correctly. This tutorial will guide you through the entire process in Autodesk Maya. Hope you will enjoy.
Monday, 17 August 2015
How to create a plastic container box in Autodesk Maya
In this tutorial Mike Hermes shows how to model and shading a plastic box in Autodesk Maya. Though this is a very basic level of modeling and shading, still it is very important to learn them. You will got to know how to use the basic modeling tool like extrude and all, also basic shading attributes like speculer and reflection in Autodesk Maya.
Tuesday, 11 August 2015
How to create Caustics in Autodesk Maya
Caustics is an effect which is very natural incident in real world. Caustics creates while light rays hits on a reflective or a refractive object. In the similar way we can create two different kind of caustics in Maya one is reflective, another one is refractive.
In this scene we have created two different object , one is a gold material which will act as reflective and another is a glass which is refractive in nature. To make the caustic effect we have to turn on the mental ray as our render engine. Then we have to activate the emit photon option from mental ray section of the light, and also turn on the caustics from the render settings > indirect illumination tab.
Calculation of caustics are depend on few factors like color of the object , intensity of the light the size of the cone angle and many more. In the video below we have discussed about the various options which holds the major responsibility to get the better result. Hope you all will like it.
Tuesday, 26 May 2015
Creating Ambient Occlusion In Autodesk Maya
Ambient occlusion is one of the most important pass while composing your final shot. Ambient Occlusion is a shading technique which helps us to create the contact shade between two objects. Actually it calculate the amount of exposure of an object in ambient lighting.
In Autodesk Maya its very easy to get the ambient occlusion effect. First we have to create a scene where few object should be near to each other. see the video we took few primitive objects. Then select all the objects and put them in a new "render layer". Remember you have to put them in render layer not the visibility layer.
Next you have to check that mental ray renderer is active from the plugin list. Now right click on the layer and go to the attribute of that render layer. In the attribute editor under the layer tab click on the preset button and select the occlusion from the list. Bingo you get the default and effective ambient occlusion in result just hit the render and see the result.
Now if you want to edit the effect according to your requirement you have to go to the shader which is a surface shader in Autodesk Maya and start playing with maximum distance and spread parameter to change and customize the effect. Increase the samples to get rid of the grains in the render output.
Tuesday, 5 November 2013
Condition Node In Autodesk Maya
Condition node in Autodesk Maya is perhaps one of the most powerful utilities. This utility node helps us in different aspects of production like Texturing rigging and animation also. As the name suggests this node compares two different situations and deliver a result out of them.
The condition node can be found in the utility section of Maya hypershade. After creating the node if you go to the attribute editor, you will get the condition attribute there.
All the attributes in condition attribute are important. These are like, First Term, Second Term, Operation and then the resultant factors like, Color if true and Color if false.
The operation parameter has few different factors to choose from. These are like, equal/not equal, greater than, greater or equal, less than and less or equal. They are the factors that the Operation parameter act as the decider between the first term and the second term. And if the result comes as true, then the node outcome the "Color if true" value and if not, then it will bring "Color if False". Follow the video tutorial to know the in depth knowledge about the condition node in autodesk Maya.
The condition node can be found in the utility section of Maya hypershade. After creating the node if you go to the attribute editor, you will get the condition attribute there.
All the attributes in condition attribute are important. These are like, First Term, Second Term, Operation and then the resultant factors like, Color if true and Color if false.
The operation parameter has few different factors to choose from. These are like, equal/not equal, greater than, greater or equal, less than and less or equal. They are the factors that the Operation parameter act as the decider between the first term and the second term. And if the result comes as true, then the node outcome the "Color if true" value and if not, then it will bring "Color if False". Follow the video tutorial to know the in depth knowledge about the condition node in autodesk Maya.
Wednesday, 23 October 2013
Bump 2D & Bump 3D node In Autodesk Maya
Bump 2D & Bump3D Node in Autodesk Maya are responsible for surface detailing through a given texture pattern. In Autodesk Maya Shaders have their slot to put the bump map into them, generally this bump map slot can be found in common material attributes. Whenever we call a texture into the bump map slot the bump nodes are automatically been created depending on the type of the texture we put. If we call the 2D texture from the map then it will create the bump 2D node and if we call the 3D texture then it will create the bump 3D node.
With in the bump 2D node we found two main parameters. Bump value and the Bump Node. The texture we call for the map are plug in to the bump value node, whereas the bump depth controls the amount of depth regarding the map we put into. The difference between this bump 2D and bump 3D node is the use of the maps. in bump 2D node we can use only 2D textures whether they are procedural or manually created by a image editing software. In case of bump 3D node we have to use procedural 3D maps as 2D imgaes will not work for the bump 3D node. In this video tutorial we will give you the details of how to use these nodes works and also how to use them in a practical manner.
Saturday, 20 July 2013
How to Render Wireframe in Maya Software Render
This is a very essential tutorial for Modelers to present their showreel.In this tutorial we are going to learn how to render a wire frame of a model. Wireframe render in Maya is bit tricky but easy also, just you have to know right button to press. This tutorial will cover the output in Autodesk Maya Software renderer. Later we will discuss through Mental Ray render engine. Hope you will enjoy.
Friday, 5 July 2013
How to create an Eye Shader in Autodesk Maya
Creating an eye shader or texture in very short time is really a big challenge. The process we discuss here will give you a verya fast and reliable output for eye texture when you need to create it in a very short time. FIrst create a poly sphere and apply a blinn material onto it. We are using blinn as it gives a basic specular value to work with. In the color option under common material attributes, use a ramp from 2d texture list.
Next change the basic colors into your desired colors and also position them according to the pupil structure of the eyes. The central part of the pupil will on the top and the eye nerves will follow its position. Creating the streaks of the mid pupil is a little tricky one to create. Here as you select the color of the mid pupil we will create/call a noise 2D texture from the Autodesk Maya's procedural 2D texture maps.
Within this noise texture map , move to the color balance section to make the final pupil color of the eyes. Here the color gain option will be the main color of the pupil change this color to the color you want to be your eye color, like blue or green or may be brown or black. Also use the frequency ratio to control the pattern of streaks you want in the pupil area.
As we finish the pupil area next we will work on the blood veins on the white portion of the eyes. To create this part select the white color and put a 3D procedural texture 'marble' into it . Then control the vein width and diffuse for adjust the amount of blood on the eyes. Follow the video for more in depth idea and steps for creating the eye texture in Autodesk Maya.
Next change the basic colors into your desired colors and also position them according to the pupil structure of the eyes. The central part of the pupil will on the top and the eye nerves will follow its position. Creating the streaks of the mid pupil is a little tricky one to create. Here as you select the color of the mid pupil we will create/call a noise 2D texture from the Autodesk Maya's procedural 2D texture maps.
Within this noise texture map , move to the color balance section to make the final pupil color of the eyes. Here the color gain option will be the main color of the pupil change this color to the color you want to be your eye color, like blue or green or may be brown or black. Also use the frequency ratio to control the pattern of streaks you want in the pupil area.
As we finish the pupil area next we will work on the blood veins on the white portion of the eyes. To create this part select the white color and put a 3D procedural texture 'marble' into it . Then control the vein width and diffuse for adjust the amount of blood on the eyes. Follow the video for more in depth idea and steps for creating the eye texture in Autodesk Maya.
Subscribe to:
Posts (Atom)




