This document provides instructions for texturing objects in Maya, including:
1. Creating new materials, using image textures, bump mapping, seamless texture repetition, and texture projection.
2. Instructions are given to create a floor with concrete texture, walls with brick texture, and barrels with wood barrel textures using the techniques above.
3. The document concludes by providing rendering instructions, including adding an area light and enabling ray traced shadows to render the textured scene.
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Texturing in Maya
This document provides instructions for texturing objects in Maya, including:
1. Creating new materials, using image textures, bump mapping, seamless texture repetition, and texture projection.
2. Instructions are given to create a floor with concrete texture, walls with brick texture, and barrels with wood barrel textures using the techniques above.
3. The document concludes by providing rendering instructions, including adding an area light and enabling ray traced shadows to render the textured scene.
Create a new project • File → Project Window • Click New button • Enter the name: Barrels • Set location to C:\CGcourse\Tutorials • Click Accept button • Save the scene (File → Save) Create Floor • Create a plane (Create → Polygon Primitives → Plane) • In INPUTS set Width and Height to 30x23 • Assign new lambert material (Right Click on the plane → Assign new material… → Lambert) • Name it mt_floor Add a texture to the floor • Click on the small checkerboard icon to the right of the Color slider • Select File • Click on the folder icon next to the Image Name field • Select concrete_d.jpg Place texture • Select place2dTexture1 tab • Set Rotate Frame to 90 • Set Repeat UV to 4 in both boxes • Go to Create UVs → Planar Mapping • Click on the small box on the right • Select Y axis • Make sure that Keep image width… is unchecked and click Project Create Wall • Create a polygon plane 30x9 • Assign new lambert material (name it mt_wall) • Use bricks_d.jpg as input for colour • Project texture using Z axis Create Barrel • Create a polygon cylinder • Set Hight to 3 and move it up • Assign new phong material (mt_barrel) • Use barrel_d.jpg as the input for colour • Open Window → UV Texture Editor • Select top circle as faces • Ctrl + Rigth click (on one of the orange lines) and select To UVs Create Barrel • Move and scale UVs so they correspond to the top of the barrel texture • Repeat this for bottom and side of the barrel • Duplicate (Ctrl + D) and arrange barrels as you like Render • Create are light (Create → Lights → Area Light) • Scale it to 3.5 in all directions • Move it out and rotate it so it faces the barrels • Open Attribute Editor (Ctrl + A) and change intensity to 2 • In Attribute Editor enable Raytrace Shadow Attribute → Use Ray Trace… Bump-mapping • Right click on the floor and go to Material Attributes • Go to mt_floor tab • Click on the checkerboard box next to the Bump Mapping field • Select File • Set Bump Depth to 0.03 • Click on the box next to the Bump Value • Using folder icon open concrete_b.jpg Bump Mapping • Repeat for the wall plane (Bump Depth 0.1 and Image Name is bricks_b.jpg) • Repeat for barrels • Change Use as: to Tanget Space Normals; Bump Depth to 0.5; Image Name to barrel_n.jpg Render!!!