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1 Maya Tutorial Model, Texture, and Render the Legendary Katana 5 on Fri Sep 24, 2010 2:27 am

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Step 61


Do a test render to see if you like the color. Looks good for now.[You must be registered and logged in to see this image.]
Step 62


In the Hypershade, click on Create Maya Nodes, and choose Create mental ray Nodes.[You must be registered and logged in to see this image.]
Step 63


Drop a mia_material, and assign it to the Habaki and Fuchi.[You must be registered and logged in to see this image.]
Step 64


Double click, the mia_mental ray material to open the Attribute editor. Click on the presets button and go to (copper>replace). Up the weight to 1, and change the Diffuse color to a lighter yellow.[You must be registered and logged in to see this image.]
Step 65


Do a test render. Looks good.[You must be registered and logged in to see this image.]
Step 66


Go back to Maya nodes, create a new Lambert material, and assign it to the cloth bow.[You must be registered and logged in to see this image.]
Step 67


In the Attribute editor, for ‘color’ choose ‘file’, and plug in the cloth_color.jpg image from your textures folder.[You must be registered and logged in to see this image.]
Step 68


In the Hypershade window, double click on the cloth Lambert to open the Attribute editor for it. Click on the checkered square next to Bump Mapping. Then choose file.[You must be registered and logged in to see this image.]
Step 69


For bump depth enter 0.2, this is usually a good starting point, but further tweaking will probably be required. Click on the triangle and square icon next to the Bump Value. This will show us the input.[You must be registered and logged in to see this image.]
Step 70


For Image name, plug in the cloth_bump.jpg image from your textures folder.[You must be registered and logged in to see this image.]
Step 71


In edit faces mode, select the end of the handle.[You must be registered and logged in to see this image.]
Step 72


Go to (Mesh>Extract), to extract this into a separate piece.[You must be registered and logged in to see this image.]
Step 73


Extrude this piece outward, to add some thickness to it.[You must be registered and logged in to see this image.]
Step 74


In the Hypershade window, drop a Blinn material, and assign it to the handle.[You must be registered and logged in to see this image.]
Step 75


Open the Attribute editor for the Blinn material, and for color, plug in the handle_color.jpg.[You must be registered and logged in to see this image.]]

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