Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 10-12-2006 , 08:47 AM
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gaaaaah texture prob

hi
i want to know how to texture different textures on same object f. eks:
if i had a parrot and wanted it to have yellow eyelashes and white face, but its the same object only extruded...

how can i make more than one texture on an object??

and how does people get up the screen so you only see the texture but its folded out so you can see the neck and throat at the same time only that they are sticking togheter flat???

thanks

here is an example i found just by googling it:

https://www.skrubbles.net/alien_gunsl...er_texture.jpg

look at the head...

# 2 10-12-2006 , 08:57 AM
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the process is called UV mapping, which uses UV coordinates (kinda like latitude and longitude) to tell maya what area on the object coincides with the texture you create. in the polygon UVs menu you'll see UV mapping types like planar, cylindrical, spherical, automatic, etc. you use those to create a UV set for your object, which you then lay out or arrange in the UV Texture Editor... you then create a UV snapshot (from the polygons menu in the uv texture editor) and open that up in photoshop, where you paint what colors you want where, and when you bring the newly painted texture into maya, your colors will go where you wanted them to.


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# 3 10-12-2006 , 09:30 AM
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i dont really understand:/
if you can show me a photo and some arrows on pointing at what to do it would be niceuser added image
:bow:

# 4 10-12-2006 , 09:35 AM
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Look at the Maya Docs and Help. It contains tute and info on UV Mapping


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# 5 11-12-2006 , 05:05 AM
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didn't helpuser added image
i made a new uv set but didn't understand this(i clicked the uv set but now what??):
"Select the new UV set (see Switch between UV sets).
Create UVs with one of the mapping operations or by copying."
:angery: :angery: :angery:

# 6 11-12-2006 , 05:31 AM
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mapping operation as under 'polygon UVs' menu... meaning planar, cylindrical, spherical, or automatic... after that, open your UV texture editor (found under window--> UV Texture Editor) and you'll see your UVs laid out. take a UV snapshot, save it as a tif or tga, and open it in photoshop. paint your texture there.


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# 7 11-12-2006 , 04:50 PM
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thanks :bow: :bow:
i'll try after school, but how do i open the editor thingy where the planar mapping and stuff is?? when i click left mouse button>uv sets>testing then it doesnt happen anything except for when i go there again its a cross in the testing box and not in the map box...

and last, do i just add it in normal way??(click object>ramp material(in shelf)>checker box>file/psd file)


Last edited by mrbozzo; 11-12-2006 at 04:53 PM.
# 8 11-12-2006 , 08:28 PM
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Think its in panels in the viewport selection menu under UV texture editor


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# 9 11-12-2006 , 10:50 PM
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the viewport thingy under uv editor is only how many panes i shall have(panes=its 4panes when you click space fast)


Last edited by mrbozzo; 12-12-2006 at 04:28 AM.
# 10 12-12-2006 , 09:41 AM
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Originally posted by NeoStrider
open your UV texture editor (found under window--> UV Texture Editor) and you'll see your UVs laid out.

...


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# 11 12-12-2006 , 10:18 PM
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it wont show the texture...
when i make the empty uv texture then go texture editor for a triangle it only come up the grud and stuff but one of the 4 parts of the grid is darker grey
the grid is also in non-3d mode(so you se the grid on the whole screen and cannot turn around the camera)

# 12 12-12-2006 , 10:37 PM
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post some screen captures cause i can't picture what you're trying to describe.

(get them hosted at photobucket if you need to, it's free to create an account and upload pictures to an album)


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# 13 12-12-2006 , 11:47 PM
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# 14 13-12-2006 , 12:34 AM
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ok first off you don't have to create a new UV set each time you want to UV map something... it's just not necessary.

let's start from the beginning.

1.) create a polygon sphere

2.) in hypershade (or multilister, whatever...) create blinn shader

3.) assign blinn shader to sphere

4.) while sphere is selected, go polygon UVs-->automatic mapping

5.) open the UV texture editor. if your sphere is still selected you should see your sphere 'taken apart'.

6.) in UV texture editor, go Polygons-->UV Snapshot, save as something other than jpg, and open in photoshop for editing (create a new layer, put it below your wireframe snapshot, and change the wirefram snapshot to 'screen')


if you can't get this far let me know.


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# 15 13-12-2006 , 03:14 AM
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then what after that??
i made it so far:attn: :attn: user added image

BTW: its the point that the picture that is folded out is black with white wireframe??

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