From the course: Maya: Game Prop Creation

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Overview of the texturing process and PSD networks

Overview of the texturing process and PSD networks

From the course: Maya: Game Prop Creation

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Overview of the texturing process and PSD networks

In this chapter I'll take the gas pump I've unwrapped and look at texture- painting techniques, starting with a clean texture and then adding in dirt and wear. I'll construct both the diffused and a normal texture from a bump painted as a grayscale. I'll also look at a PSD network, a really powerful way of texturing in Maya that links a PSD file and layer sets into various components in a material, so we can see all of the parts at once here in our view. To start, I'll pick my object which has already been unwrapped. We can delete the history if we need, if we feel it's getting a little bit bulky. I can usually tell as I'm scrolling over here in the Attribute Editor. If I have to scroll a lot, it's time to delete history. If we delete history, UVs are still on the model. They're baked in. I'll press Shift+Alt+D and delete that, so now I'm down to the Transform node, a Shape node, and a material. I'm going to put a new material on this, right-clicking and choosing Assign New Material…

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