Join Andy Beane for an in-depth discussion in this video Collecting, finding, and creating reference material, part of Advanced Materials in Maya.
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- Collecting reference images is the most important thing…you can do as a material or texture artist.…You must truly see…and know what it is you're trying to create.…And not create what you think you see in your mind.…You must always have a reference.…I, personally, a folder on my computer…where I keep images of things I like…or think might be useful.…Here are just a few examples.…What interested me most about this image…is the light rays coming from the sky.…I really like the color contrast of the blue-green paint…and the rust underneath of it.…
I like the texture of the wood and detail of the door handle…in this particular image.…And I'm always a sucker for red doors.…I really don't know why.…And I like the mood of this particular image,…with the stark contrast in lighting.…Now, where do you find reference images?…Well, there are two ways that most people find…their own references.…One, they take their own photographs.…Two, they check on the internet.…Both of these options have their own pros and cons.…Taking your own photographs is typically the best option…
Andy Beane includes two methods for creating advanced Maya materials. He starts with smaller, easier materials that can be composited together. He then shows how to combine these same materials in an all-in-one-method for rendering, and evaluate the pros and cons of both techniques. Chapter 3 demonstrates the subsurface scattering (SSS) material in mental ray, which will strengthen your material toolbox, and shows how to composite the results in After Effects.
- Collecting and creating reference material
- Using simple materials vs. a large complex shader network
- Setting up the scene
- Creating alpha materials
- Compositing individual materials
- Putting it all together in one material
- Subsurface scattering with mental ray materials