This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Do a uv snapshot just like normal, then stick the snapshot image into the colour channel of a new material. Bada boom, bada bing - one black object with white wireframes on it.
Don't ask me how cos I've got no idea yet, but you could use a "layered shader", using the normal texture as one of the layers and the uvsnapshot as the other layer. By using a ramp to controll which image was shown, you could morph from one image to the other, either from head to toe or the other way around, or the entire body simultaneously.
It'd just be a matter of which attribute you apply the ramp to.
NeoStrider's post just reminded me of a trick I saw for displaying image planes.
If you map a black and white line drawing onto the transparency channel of a shader, you can then set the colour to be whatever you want, giving you floating, seethrough blueprints in any colour you choose.
In this image I just plugged the uv snapshot into the transparency channel and set the colour to red.
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