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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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