Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Maya Tutorial Model, Texture, and Render the Legendary Katana 6
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum

Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, Permanent name: inb-english.forumotion.com


You are not connected. Please login or register

《《《《《《《上一页INBforum   Go down

上一页INBforum》》》》》》》View previous topic View next topic Go down  Message [Page 1 of 1]

1Maya Tutorial Model, Texture, and Render the Legendary Katana 6 Empty Maya Tutorial Model, Texture, and Render the Legendary Katana 6 Fri Sep 24, 2010 2:29 am

Admin

Admin
Admin
Step 76


Go to the Attributes for the Blinn material, and for Bump Mapping, plug in the handle_bump.jpg image file.[You must be registered and logged in to see this image.]
Step 77


In edit faces mode, select the tip of the scabbard, and add an edge loop if needed.[You must be registered and logged in to see this image.]
Step 78


Go to (Mesh>Extract), to extract this into a separate piece.[You must be registered and logged in to see this image.]
Step 79


Extrude it to add thickness.[You must be registered and logged in to see this image.]
Step 80


Select the rest of the scabbard, and open the UV texture editor.[You must be registered and logged in to see this image.]
Step 81


Go to edit faces mode.[You must be registered and logged in to see this image.]
Step 82


Select the faces of the piece you didn’t flatten.[You must be registered and logged in to see this image.]
Step 83


Go to (Mesh>Extract), to extract this in a separate piece.[You must be registered and logged in to see this image.]
Step 84


In the Hypershade, drop a Phong material, and assign it to the long piece of the scabbard.[You must be registered and logged in to see this image.]
Step 85


Open the Attribute editor for the Phong material, and for color, plug in the image file handle_color.jpg. If you like this green color, skip the next step.[You must be registered and logged in to see this image.]
Step 86


In the Attribute editor for the texture file, scroll down and open the Color balance options. Click on the Color Offset rectangle, and choose a color. This is a quick way to change the overall color of your texture. If you want more control over the color, you should adjust the color in Photoshop.[You must be registered and logged in to see this image.]
Step 87


In the Hypershade, drop another Phong material, and for color choose a similar color to that of the scabbard.[You must be registered and logged in to see this image.]
Step 88


Assign this material to all the pieces that were extracted before (the two pieces of the scabbard, and the one piece from the handle).[You must be registered and logged in to see this image.]
Step 89


Duplicate the cloth piece, and place it so that it overlaps the previous piece.[You must be registered and logged in to see this image.]
Step 90


Under “Animation”, go to (Create Deformers>Lattice).[You must be registered and logged in to see this image.]]

http://eng.inbforum.com

上一页INBforum   Go down

上一页INBforumView previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum

Copyright ©2009-2016 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Free forum | ©phpBB | Free forum support | Report an abuse | Forumotion.com