Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Oh man I guess it is a 2008+ thing because I avoid the regular mia_material as it doesn't have bump slots. What I ended up doing was plugging gamma nodes into all the channels that spit back color, like the diffuse, refraction color, translucency, additional color etc. Then exported that shading network and I keep that shader handy in one of my Hypershade tabs . Right now I'm trying to create a MRphenomenon for it so I can put it in the create list with the other mia_materials. Crossing my fingers. I just realized I might be hijacking this thread so yeah, I'm outta here lol.
well, for either software you'll use, you can just open that jpeg file ( that building itself ) in photoshop. pick the texture of the building ( or crop it ) then save as jpeg again then apply as UV texture to get the realistic result. apply it to bump map as well to get the roughness, then with proper lighting using the mental ray mode, you get some good result. cheers!
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