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