Join Aaron F. Ross for an in-depth discussion in this video Creating a painted metal material, part of Creating Product Shots in Maya.
…We'll now create a painted metal material for the watch hands and the markers.…Here they are with just the default Lambert…material with a brightness of about 70 or 80%.…We'll create a new material for those.…We'll go over to the display layers and right-click…on watch hands and markers and choose Select Objects.…And with all those objects selected, right-click on one…of them in shaded view, and choose Assign New Material.…Once again, it's going to be a mental ray material, Mia material X Passes.…
The attribute editor opens.…Go to the material node and rename it, and we'll call it hands markers Mia.…Let's go up to the top.…And we'll set the color to be white.…But not have full weight, we'll bring the weight down to let's say 0.9.…So, we'll have a little bit of head room so we can add some reflectivity.…Additionally, let's give it some roughness and that's going to simulate the…effect of paint on that surface, give a roughness of let's say 0.5.…The reflection color.…We'll leave it white.…
The reflectivity we'll want to bring down because it's going to be too bright.…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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