From the course: Maya: Game Prop Creation
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Overview of the texturing process and PSD networks
From the course: Maya: Game Prop Creation
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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Contents
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Overview of the texturing process and PSD networks4m 43s
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Creating a bump map for the sides10m 55s
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Adding details to the bump map8m 6s
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Drawing the bump map for the front7m 51s
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Adding details to the panels7m 45s
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Painting the diffuse texture and planning the layers3m 35s
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Painting the base coat and the logo5m 24s
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Adding labels and other markings10m 45s
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Adding soft rust8m 32s
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Adding rust bubbles8m 58s
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Setting up a library of gas pump textures6m 40s
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Painting dirt and rust variations5m 23s
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Weathering away the paint5m 1s
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Converting bump maps to normal maps5m 36s
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Testing the maps11m 8s
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