5.1 Ok, we are going to leave Maya for a while. Launch any paint package that you like to import the Lt_Head. I will use Deep Paint 3D in this work. File -> open to the directory contain Lt_Head. obj and you will see this Material import window. In the Object column, your will find UV word, that's mean your polygons are prepared with UV, It's ready to paint! (Figure 42)
(Figure 42)
5.2Click on the Material column's gray area to call up Set Material Size window, enter your texture size. It's good to keep your master copy texture in higher resolution that u can scale it down later according to your needs.
5.3 I prefer to work on bump map as a colour map in grey rather then paint the real bump on the model. So I click on C (colour) in Material Channel, then click on colour in Add New Channel. Select white as my colour and will get this. (Figure43)
(Figure43)
5.4 After painted (figure 44)
(figure 44)
click on export material to photoshop icon to further define the texture in photoshop. (Figure 45)
(Figure 45)
or save your image in 2D file format for Photoshop.
5.5 This is my final bump map for Lt_Head. (Figure 46) Save your work to popular file type such as Targa in your texture directory.
(Figure 46)
5.6 From the bump texture, I used Photoshop's layering capability to create my colour map (Figure 47)
(Figure 47)
as well as specular map. (Figure 48)
(Figure 48)
This texture can be reused to it mirrored or duplicated object without redraw your textures. It perfectly matches to them. So you only need to do for left side head 's colour, bump and specular and these are reusable for right side head. As well as one side of limb for map 2 side.
5.7 I repeat these steps from 4.1 to 5.6 for the rest of the surfaces that I wish to do 2D mapping. (Figure 49)
(Figure 49)
5.8 As I proceed to the body, I found out that the creature's body in a piece is pretty hard to control my mapping, so I decided to detach it and rename them into 3 different surfaces: neck, torso and tail. Then stitched them back accordingly. (Figure 50)
(Figure 50)
5.9 I deleted all of the polygon geometry in Maya after I completed my 2D textures paint because I going to use this textures map as UV map for my NURBS geometry. To delete all polygons geometry, go to Edit panel ->Select All by Type -> Polygon Geometry then press Backspace key to delete them. Now we remain all the NURBS as beginning stage.
press Backspace key to delete them. Now we remain all the NURBS as beginning stage.
(Figure 42)
5.2Click on the Material column's gray area to call up Set Material Size window, enter your texture size. It's good to keep your master copy texture in higher resolution that u can scale it down later according to your needs.
5.3 I prefer to work on bump map as a colour map in grey rather then paint the real bump on the model. So I click on C (colour) in Material Channel, then click on colour in Add New Channel. Select white as my colour and will get this. (Figure43)
(Figure43)
5.4 After painted (figure 44)
(figure 44)
click on export material to photoshop icon to further define the texture in photoshop. (Figure 45)
(Figure 45)
or save your image in 2D file format for Photoshop.
5.5 This is my final bump map for Lt_Head. (Figure 46) Save your work to popular file type such as Targa in your texture directory.
(Figure 46)
5.6 From the bump texture, I used Photoshop's layering capability to create my colour map (Figure 47)
(Figure 47)
as well as specular map. (Figure 48)
(Figure 48)
This texture can be reused to it mirrored or duplicated object without redraw your textures. It perfectly matches to them. So you only need to do for left side head 's colour, bump and specular and these are reusable for right side head. As well as one side of limb for map 2 side.
5.7 I repeat these steps from 4.1 to 5.6 for the rest of the surfaces that I wish to do 2D mapping. (Figure 49)
(Figure 49)
5.8 As I proceed to the body, I found out that the creature's body in a piece is pretty hard to control my mapping, so I decided to detach it and rename them into 3 different surfaces: neck, torso and tail. Then stitched them back accordingly. (Figure 50)
(Figure 50)
5.9 I deleted all of the polygon geometry in Maya after I completed my 2D textures paint because I going to use this textures map as UV map for my NURBS geometry. To delete all polygons geometry, go to Edit panel ->Select All by Type -> Polygon Geometry then press Backspace key to delete them. Now we remain all the NURBS as beginning stage.
press Backspace key to delete them. Now we remain all the NURBS as beginning stage.
Author: sdb1987
Submitted: 2005-09-07 20:13:48 UTC
Tags:
Software: Maya
Views: 139,717
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