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In Maya 2011 Essential Training, George Maestri demonstrates the tools and feature set in Maya, as well as the skills necessary to model, texture, animate, and render projects with this deep and robust piece of 3D animation software from Autodesk. This course takes an in-depth tour of Maya's interface, including navigating and manipulating objects in 3D and customizing the workspace. The course also covers object creation and modeling basics, shading and texturing, surface mapping techniques, character rigging, and lastly, rendering and final output. Exercise files accompany the course.
In Maya, applying textures to a polygonal surface is a little bit different process than it is with NURB Surfaces. With polygons, you can actually apply a texture per polygon, so every polygon in your model could actually have a different texture. This gives you a lot of flexibility in the way that you can texture an object. Let me show you some basics. Let's go ahead and just take a simple object and shade it. Now if I want to I could apply a material very simply to this, just by going over the Rendering tab, picking the material and applying it.
Then I can change it to whatever color I want and so on. Now with the polygonal surface what's really nice is that each individual face can have a separate texture. So, for example, if I selected a handful of these faces, I could just apply another material to it and give it its own separate color. So every part, every face of the model can have its own material and its own mapping as well.
So all I'm really doing is just selecting faces and applying maps. So if I selected these faces, I could just right-click over this, select whatever material I wanted, and off we'd go. Now once I've got these materials, they would still show up in the Hypershade. So now that I've got all these different materials, they're all showing up here. Move this down. If I changed them in any way, they'd reflect on that particular model.
So this is a really good way to assign multiple textures to an object. So let's do something a little bit more practical. We are going to go ahead and open a scene in our Chapter 8 folder called Dog_10. This is just our dog finally completely modeled. Now I kind of just went through and added some extra parts. Now we have a separate head, the eyes are separate, the ears, and the arms and gloves are separate. In fact, let's just work on the body.
I am actually going to select the head here and I'm just going to go ahead and do Display > Hide Selection. So all we are working with is the actual body itself. Now if I wanted to, I could texture this by separating everything out like I've done with the arms here. So, for example, if I wanted to have a texture for the arms, I could make a texture say called Shirt, and I could give it a color. Let's say let's make it kind of a purply kind of color, something like this. There we go.
And I could apply that also just by going here, going into the Hypershade, or just right-clicking here and we can find our existing material Shirt. If I want to, I can do them for gloves. So I could even select both of these and apply a material here and we could call that gloves, and let's give him whitish kind of gloves. But then when I get to the body, let's say I wanted to make the shoes and the pants a different color than the shirt.
This is where selecting things out a polygon at a time is really beneficial. In fact, in order to really see these polygons, I am going to hit my number 1 key so that we are not smoothing anything, so I can see exactly what I'm shading here. Let's go ahead and start with the shoes. Let's go ahead and just go right-click over this, go Face, and then in fact it's probably easier in a Side viewport, because I can get an exact-- you can see where the feet kind of come in here. So all I have to do is just Shift+Select that. Make sure I have got all of that selected.
Well, not all. I can select this and this and this and this, and now let's go ahead and make some shoes. So he is going to have kind of shiny shoes. So I am going to put a Blinn on there, which has a little bit of shine to it. Then I just want to give him kind of a dark color. Almost black shoes, not quite black, and there we go. Now I've got this model here and if I go back into Object mode here, you'll see that I've got two materials on this. I've got lambert1, which is the default material, and then I've got this one called blinn2, which was the shoes.
In fact, I need to rename this. Let's called that Shoes. Now let's go ahead and do some more. Let's do the shirt. So I am going to go ahead and right-click over this, go Face, select all of these faces. See if I got them all. Then jump out of here, and let's make sure I've got all of these faces here. I could also use Paint select for this, but this is actually coming together fairly quickly. Here we go.
So you can see how you get very, very detailed here, and select all of these. So once I've got all of these selected, I already have the material I have created for the shirt. That's when I did the arm. So all I have to do is right-click over this, go Assign Existing Material > Shirt. Now that I've got that selected, all I have left are the pants. So then I can just go ahead and select those out and let's go ahead and just do that very quickly.
Let's go ahead and select these polygons here. Okay, and again this is a lot of detail work. So I am just going to do this very roughly, so that way I am not going to waste all of your time here. I am just holding down the Shift key and selecting these. I am just making sure I have got all of those selected, and I can probably-- Oops! There is a big patch that I missed. Okay, so I have got most of this selected here.
Now all I have to do again is just make a material for the pants. Well, I want a Lambert, because I don't want his pants to be shiny. He is not wearing plastic pants or anything like that. Then let's just give it a color. I am going to start with kind of a light blue maybe, something like that. So you can play with that all you want. Now there it is. So if I do a 3, you can see how it pretty much maps. There are a couple of little spots that I need to take care of right here. I can just right-click over that.
lambert3 is what I had for pants. In fact, I can probably rename it. Let's go ahead and rename that pants, and off you go. So as you can see, with polygonal models you can assign a material to the entire model, or you can go down a face at a time and apply materials very, very precisely.
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