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Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
Let's get ready to apply a texture to our character. I am working with the hi_poly version of my character that we worked on the previous video. So I use the UV map that I created in the previous chapters to export a reference into Photoshop that I can use as I paint my texture image. So I'll select my hi_poly version, open up the UV Texture Editor. So Window > UV Texture Editor and select Polygons > UV Snapshot. The UV Snapshot is just going to basically export an image that shows that the UV map of the character I have selected and that I can use as a reference in Photoshop as I go to add images and textures and patterns that will then get mapped onto my character.
So I set the Size of my UV Snapshot to 1024x1024 and I will just save this out to the default folder so this is saving to the image folder in my Maya project and I will set the Image Format to Targa. The image format isn't all that important. You can really set it to whatever you want. And I will just click OK. So I can open my UV Snapshot in Photoshop and start painting right over it. I can add colors and textures to the different body parts by painting over their shelves on the UV Snapshot.
So I am going to spend some time in Photoshop just painting and creating a texture for my character. So let's spend time in Photoshop just painting and creating some textures and colors from my character. I have used the Gradient tool, the Brush tool and a few other tools. It's really up to you how you want this to look. So let's switch back to Maya and we can apply this texture to our character. So I close out my UV Texture Editor, right-click, and hold down over the hi_poly version, and we will assign a new material. That's a Lambert shader, and we will map the Color node to our Photoshop file.
So I saved out my UV Snapshot as a Photoshop file called hi-res-bug-texture in my source images folder in my Maya project. So the texture is applied. It's looking a little bit weird so I just need to make one adjustment here. I am just going to right-click and select Material Attributes and it looks like Maya has automatically mapped our Photoshop files to both the Color and the Transparency nodes. I just want to right-click over to Transparency and click Break Connection, because I am not using transparency in my texture.
So we've got a nice texture applied to our high res version. Now in the next chapter we will use the high res version to create a normal map that we can then apply to the low_poly version.
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