This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
for relying mostly on texturing, the handle looks great... the blade, however, i think would be moreso flat as far as texturing goes... no noise needed; it's a tempered sword.
as for the blade, i wanted to do different textures. like a dark metal color on the first half of the blade and a lighter metal texture on the other sharp half. but the blade is made of 1 cubicle polygon, and i don't know how to give different faces different textures on the same polygon object
nice sword,
to assign a material to a selection of faces go to the hypershade create the material you want (lambert ,blinn etc.)then select the faces go to the hypershade en rmb click on the material you want for it and select "assign material to selection".
To make the blade more believeable you should first of all remove the noise, turn your normal color to totalblack or darkgrey.
Now go to your specular color and give it a light grey color.
Create a low eccentricity(.3 orso) and the specular roll off a high value(.8)
Then go to your reflected color map button(the checkered button next to the slider)and select the env.chrome texture(this is to fake reflections).
and do a testrender tweak the above mentioned values to get the result you want .
good luck
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