1 Maya Tutorial Model, Texture, and Render the Legendary Katana 4 Fri Sep 24, 2010 2:26 am
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Step 46
For better previewing of your textures, add one light for now. Go to (Create>Lights>Spot Light).[You must be registered and logged in to see this image.]
Step 47
By default the light will be selected, so go to (Panels>Look trough Selected). Place the light so that it hits the edge of the blade at an angle. When you are finished with positioning the light, either click the perspective icon on the side or go to (Panels>Perspective>persp) to go back to perspective view.[You must be registered and logged in to see this image.]
Step 48
Open up the Hypershade by going to (Window>Rendering Editors>Hypershade).[You must be registered and logged in to see this image.]
Step 49
Drop an Anisotropic Maya shader, and double click it to open the Attribute Editor.[You must be registered and logged in to see this image.]
Step 50
In the Attribute Editor, click the checkered square next to color.[You must be registered and logged in to see this image.]
Step 51
In the Create render Node windows, choose File.[You must be registered and logged in to see this image.]
Step 52
Under the file attributes, click the folder icon next to image name, navigate to your textures folder, and choose blade_color.jpg.[You must be registered and logged in to see this image.]
Step 53
With the Hypershade open, select the blade mesh, then right click on the anisotropic shader in the Hypershade and go to Assign Material to Selection.[You must be registered and logged in to see this image.]
Step 54
We are now going to do the rendering with Mental ray, so go to (Window>Settings/Preferences>Plug-in Manager) and make sure “Mayatomr.mll” is checked.[You must be registered and logged in to see this image.]
Step 55
Press the Render the current frame button. Make sure you are using mental ray for rendering. Looks pretty good.[You must be registered and logged in to see this image.]
Step 57
Add another Anisotropic shader, and double click it to open the attribute editor.[You must be registered and logged in to see this image.]
Step 58
Click on the rectangle next to Color. In the Color Chooser, pick a color for the Tsuba. And press Accept.[You must be registered and logged in to see this image.]
Step 59
Select all of the pieces of the Tsuba .[You must be registered and logged in to see this image.]
Step 60
Assign the colored anisotropic material.[You must be registered and logged in to see this image.]]
For better previewing of your textures, add one light for now. Go to (Create>Lights>Spot Light).[You must be registered and logged in to see this image.]
Step 47
By default the light will be selected, so go to (Panels>Look trough Selected). Place the light so that it hits the edge of the blade at an angle. When you are finished with positioning the light, either click the perspective icon on the side or go to (Panels>Perspective>persp) to go back to perspective view.[You must be registered and logged in to see this image.]
Step 48
Open up the Hypershade by going to (Window>Rendering Editors>Hypershade).[You must be registered and logged in to see this image.]
Step 49
Drop an Anisotropic Maya shader, and double click it to open the Attribute Editor.[You must be registered and logged in to see this image.]
Step 50
In the Attribute Editor, click the checkered square next to color.[You must be registered and logged in to see this image.]
Step 51
In the Create render Node windows, choose File.[You must be registered and logged in to see this image.]
Step 52
Under the file attributes, click the folder icon next to image name, navigate to your textures folder, and choose blade_color.jpg.[You must be registered and logged in to see this image.]
Step 53
With the Hypershade open, select the blade mesh, then right click on the anisotropic shader in the Hypershade and go to Assign Material to Selection.[You must be registered and logged in to see this image.]
Step 54
We are now going to do the rendering with Mental ray, so go to (Window>Settings/Preferences>Plug-in Manager) and make sure “Mayatomr.mll” is checked.[You must be registered and logged in to see this image.]
Step 55
Press the Render the current frame button. Make sure you are using mental ray for rendering. Looks pretty good.[You must be registered and logged in to see this image.]
Step 57
Add another Anisotropic shader, and double click it to open the attribute editor.[You must be registered and logged in to see this image.]
Step 58
Click on the rectangle next to Color. In the Color Chooser, pick a color for the Tsuba. And press Accept.[You must be registered and logged in to see this image.]
Step 59
Select all of the pieces of the Tsuba .[You must be registered and logged in to see this image.]
Step 60
Assign the colored anisotropic material.[You must be registered and logged in to see this image.]]