Modeling A Toy Dragonfly Part fourThis tutorial series covers how to model, texture, and render a toy dragonfly. This part of the tutorial series will cover texturing and rendering . Set-up
Read this tutorial.Link IntroductionHere's where we left off.
This tutorial will be texturing and rendering our dragonfly. In this tutorial I'll try to explain the texturing process the best I can. You'll need Adobe Photoshop CS or higher to follow. TexturingUse the image below that visually describes the texturing process.
A file with the texture loaded in it is connected to the color channel of a shader. The shader is connected to a shading engine, and the model is connected to the shading engine. Texturing The Dragonfly
First we're going to create a bitmap Adobe Photoshop file that will contain the texture for the dragonfly.
I have a tutorial on this site covering everything in the hypershade.Link
Select the new shader and open the attributes editor.
Select your model in the view port and right click and hold on the shader and click assign material to selected.
This connects the model to the Lambert's shader engine. We don't need to create our file node that will connect to our color because Maya has an automated feature to do this for us.
First we need to set the size of our texture. Since this is a bitmap image we'll be creating, the larger the image, the more pixels we'll have to paint on, in other words, adding more detail to the texture. Since this is a basic texture, we'll only need a1024 by 1024 image.
Now roll back up to the top and check open Adobe(R) Photoshop(R). That way, when the texture is created, it will load it into Adobe Photoshop for us.
Now click create.
Painting In Adobe Photoshop
Now that we have Adobe Photoshop open, it's time to start texturing.
This tutorial assumes that you have a basic knowledge of Adobe Photoshop. You can texture this any way you want to, but to get the same result that I did, first fill the background in with white.
Now fill his eyes in with purple.
Add more purple on the body.
Fill the nose in with black.
When you're done texturing, save. Back To Maya
After you've saved the Adobe Photoshop file, go back to the Maya window and select the model and go to texture>update PSD networks.
Now it's time to make materials for other objects. First we'll create the wings' shader.
Select the new Lambert shader and open the attributes editor.
Click on the color swatch; the color chooser will come up. Set the color to white.
Now select the wings and right click on the shader and assign the shader to the object.
To add the glow effect, roll down to special effects and set the glow intensity to.4.
Now select the headpiece and assign the shader to the headpiece.
Now we're ready for rendering.
First let's create lights for our rendering. First you may want to read this tutorial on lights. Link
We need to change the intensity of the light, so select the light and open the attributes editor.
Set the intensity to 1.405.
Set its intensity to 0.496.
Set this light's intensity to 0.248.
Now do a quick test rendering. To render a scene, go to render>render current frame.
Now time to fix the background. First we want to create a polygonal plane to act as the floor for the dragonfly to sit on. Go to create>polygonal primitives>plane. Position it under the dragonfly and scale it extremely large.
Now we need to change the background color to gray instead of black.
Roll down to environment. Set the background color to roughly 50% gray.
Now render.
It needs shadows. Select the light coming in from the general angle and open the attributes editor. Roll down to shadows, depth map shadows. Check "use depth map shadows". Increase the resolution to 2000.I have a Tutorial on shadows here.LINK
Take a test render.
Now we're done. ConclusionThis tutorial series has covered modeling to final rendering. I hope this has taught you how to start your own models. Good luck. |
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