Once you are ready save it as bottomProjection.tga and go back to Maya. As you did before, create a new shader, apply it to the model, get the converted texture map. Save it as bottom_conversion.tga. The file should be similar to Fig. 51.
(Tip � Since the top projection plane corresponds to the bottom projection plane, just duplicate the topProjection shader and move the projection plane in y. To do this:
1. Window>Rendering Editors>Multilister�
2. Click on the topProjection shader icon
3. RMC and choose Edit>Duplicate Shading Network - This way you duplicate the projection plane, too
4. Select it in the Multilister and move it in Y using the blu handle)
Fig. 50: The top and bottom projection planes - Fig. 51
In this map, as you did before for the front_conversion map, keep only those parts that you drew before and that are best seen in the bottom view. In this case you can keep the side lines, too, since you can see them well in the bottomview, too.
Fig. 52
Now placing the bottom_conversion.tga on the totalMap we will get the following texture map:
Fig. 53 - Fig. 54 - Fig. 55
Save it as totalMap.tga.
As you noticed, in this case we could draw one map (Fig. 49) that suits bottom, back and side part of the model. With other models, if you can't do this, just draw different projection maps as you did for top and front view.
In the pictures below you can see how the totalMap is divided referring to the different parts of the tortoise-shell:
Fig. 56
Test it using the totalMap.tga as color map for the test Shader:
Fig. 57 - Fig. 58 - Fig. 59
Fig. 60 - Fig.61
As you see, this tecnique is quite long and complex, but gives you total control over all the parts of the model. For realistic looking texturing, you have to repeat these steps for the bump, diffuse and specular maps, too. My advice is to repeat these steps using very simple maps untill you understand the tecnique very well; working with realistic looking texture maps is more complex:
Fig. 62: Color map - Fig. 63: Bump map
Fig. 64: Diffuse map - Fig. 65: Specular map
The tecnique I used for the tortoise shell is the same I used to texture the head and the legs of the turtle.
To get the best result, you have to spend a lot of time over each of the 4 types of texture (Fig. 62 to 65). Every map has different parts that you have to tune.
Next tutorial I will explain you the importance of the different types of texture maps to get a realisting looking model, how to use this tecnique to seamless texture part that are in contact (for example, how to draw a scar that starts in the tummy and ends in the foot of a creature).
(Tip � Since the top projection plane corresponds to the bottom projection plane, just duplicate the topProjection shader and move the projection plane in y. To do this:
1. Window>Rendering Editors>Multilister�
2. Click on the topProjection shader icon
3. RMC and choose Edit>Duplicate Shading Network - This way you duplicate the projection plane, too
4. Select it in the Multilister and move it in Y using the blu handle)
Fig. 50: The top and bottom projection planes - Fig. 51
In this map, as you did before for the front_conversion map, keep only those parts that you drew before and that are best seen in the bottom view. In this case you can keep the side lines, too, since you can see them well in the bottomview, too.
Fig. 52
Now placing the bottom_conversion.tga on the totalMap we will get the following texture map:
Fig. 53 - Fig. 54 - Fig. 55
Save it as totalMap.tga.
As you noticed, in this case we could draw one map (Fig. 49) that suits bottom, back and side part of the model. With other models, if you can't do this, just draw different projection maps as you did for top and front view.
In the pictures below you can see how the totalMap is divided referring to the different parts of the tortoise-shell:
Fig. 56
Test it using the totalMap.tga as color map for the test Shader:
Fig. 57 - Fig. 58 - Fig. 59
Fig. 60 - Fig.61
As you see, this tecnique is quite long and complex, but gives you total control over all the parts of the model. For realistic looking texturing, you have to repeat these steps for the bump, diffuse and specular maps, too. My advice is to repeat these steps using very simple maps untill you understand the tecnique very well; working with realistic looking texture maps is more complex:
Fig. 62: Color map - Fig. 63: Bump map
Fig. 64: Diffuse map - Fig. 65: Specular map
The tecnique I used for the tortoise shell is the same I used to texture the head and the legs of the turtle.
To get the best result, you have to spend a lot of time over each of the 4 types of texture (Fig. 62 to 65). Every map has different parts that you have to tune.
Next tutorial I will explain you the importance of the different types of texture maps to get a realisting looking model, how to use this tecnique to seamless texture part that are in contact (for example, how to draw a scar that starts in the tummy and ends in the foot of a creature).
Author: sdb1987
Submitted: 2005-09-08 20:01:57 UTC
Tags:
Software: Maya
Views: 67,562
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