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1 Maya Tutorial Model, Texture, and Render the Legendary Katana 9 on Fri Sep 24, 2010 2:46 am

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Adobe Design Premium CS5 software offers you complete creative freedom without sacrificing precision or quality, whether working in print, web, interactive, or mobile media.[You must be registered and logged in to see this image.]

In this 3 part Maya workflow tutorial you will learn how to model, texture, and render a Katana, the legendary Samurai sword. For the modeling portion, we will use Maya’s basic polygon editing tools, while UVlayout will be used to create the UVs, and of course Photoshop to create the textures. We will also briefly cover Mental Ray for rendering the final image.

This tutorial is Day 2 in a series – Go to Day 1.

<H3>Step 1</H3>
Here we are, beginning from where we left off in Day 1. In this part of the series we will prepare our meshes for texturing by laying out the UVs. For this, we are going to use Headus UV layout to make the boring process of laying UVs, much easier and quicker. First let us subdivide our mesh so that we get less distortion later. [You must be registered and logged in to see this image.]
<H3>Step 2</H3>
Go to “Edit > Delete All by Type > History”. [You must be registered and logged in to see this image.]
<H3>Step 3</H3>
Select all of the pieces, and under “Polygons” go to “Mesh > Smooth”. [You must be registered and logged in to see this image.]
<H3>Step 4</H3>
To use the pieces in UVLayout we will need to export them as .obj files. To do so, first we need to make sure that the plug-in is loaded. Go to “Window > Settings/Preferences > Plug-in manager”. [You must be registered and logged in to see this image.]
<H3>Step 5</H3>
In the plug-in manager, make sure that “objExport.mll” is loaded. If it isn’t, check the boxes near its name. [You must be registered and logged in to see this image.]
<H3>Step 6</H3>
Select the blade, and go to “File > Export Selection…” [You must be registered and logged in to see this image.]
<H3>Step 7</H3>
In the new window, for file type choose OBJexport(*.*), and for the file name use “bladeUV_out”. By default it will save it in the “data” folder of your current project. Click “Export”. [You must be registered and logged in to see this image.]
<H3>Step 8</H3>
Repeat these steps for the Saya and the Handle. The Cloth Bow will need some work first, and the Tsuba, Habaki, and Fuchi will need only a Maya or Mental-ray material, and thus will not need to be UV’d.[You must be registered and logged in to see this image.]
<H3>Step 9</H3>
Because we will never see the inside of this part, we will delete the faces that can’t be seen. Be sure to leave enough faces to hold the edge. Note: To make selecting the faces easier, start by selecting the edge loops that are in the middle. [You must be registered and logged in to see this image.]
<H3>Step 10</H3>
Hold the Ctrl key, now right click and hold and select “to faces”. This will convert the selection from edges to faces. [You must be registered and logged in to see this image.]
<H3>Step 11</H3>
After the faces are selected, delete them. This will make your scene lighter and laying out the UVs easier. Now you can export it like the others. [You must be registered and logged in to see this image.]
<H3>Step 12</H3>
Now we are ready to work in UVLayout. For those of you who haven’t worked with UVlayout before, you have nothing to worry, I will take you through it as we go. After it loads up, press the load button. [You must be registered and logged in to see this image.]
<H3>Step 13</H3>
Click the dir button and navigate to your data directory. Press OK. [You must be registered and logged in to see this image.]
<H3>Step 14</H3>
In the load window, all the obj files will be shown. In the “Load Options” windows, make sure that “Poly” and “New” are pressed. Then click on the name of the blade obj, and click load. [You must be registered and logged in to see this image.]
<H3>Step 15</H3>
Now you are in the edit window. You can move in it just like in Maya. The first step is “cutting” (defining the seams). First we will cut out the blood grooves. Place your pointer over the edge that you want to cut out, and press ‘c’ on your keyboard. This will define the edge that will be cut later. [You must be registered and logged in to see this image.]
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