Quston Answar
Quston Answar
To
work with UV maps, you need to be able to unfold and fold your 3D artwork,
and also cut and sew parts together. To work with UV maps, you also need to
maximize space on your work area (the UV Texture Editor).
For more information about Smart brushes, see Adjust color and tonality using
the Smart Brush tools and Apply the Smart Brush tools.
6. UV unwrapping
A UV map is the flat representation of the surface of a 3D model used to easily wrap textures.
The process of creating a UV map is called UV unwrapping.
The U and V refer to the horizontal and vertical axes of the 2D space, as X, Y and Z are
already being used in the 3D space.
Once the polygonal mesh has been created the next step is to “unwrap it” into a UV map.
Now to give life to the mesh and make it look more realistic(or stylized) you want to add
textures.
This is where UV mapping comes in, as it is the process of translating your 3D mesh into 2D
information so that a 2D texture can be wrapped around it.
Click to change where to export your textures. Click the R to the right of the directory location
to reset to the default directory. This path is saved per project.
Output template
Select the template that defines how your textures are exported. You can customize or create
templates under the Output Templates tab.
File type
Change the format used to export your textures. With most formats, you can also adjust the
bit-depth of the exported textures here. You can see more about supported file formats and
bit depth below.
Size
Size changes the square resolution of exported textures. By default this is set to Based on
each Texture Set's size, but you can change this to manually adjust output size.
Padding
Change the method used to fill space that not covered by UV islands. Some padding methods
allow you to adjust the width of the padding in pixels, use the dropdown to the right to
change this value.
8.Explain Rendering
The first step using either method is to configure the Render Settings.
1. Open the “Render Settings” dialogue box by either selecting Render → Render Settings within
3. Within the “Common” tab just beneath the previous settings, the first section is “Color
Management.” To ensure that your output matches your previews, the Apply Output Transform to
Renderer should be unchecked.
4. The “File Output” section allows you to manage the output naming conventions.
Alpha channel
(Mask) and Depth channel (Z depth) are
useful for advanced composting but for
most purposes can be left at their default
states.
9. The other tabs vary depending on your selection for Render Using and should be configured
individually. If you’re using “Maya Software” it’s best to set Quality to “Production quality.”
Batch Render
A batch render will export your project in the background and allow you to continue working in
Maya or elsewhere on the computer.
1. In the “Rendering” menu set select Render → Batch Render to start the rendering process.
2. Maya will show the status of your render in the lower right status
bar.
3. The exported images by default will be in your project directory’s “images” folder.
Note: If using the Arnold Renderer, files created via a Batch Render will be watermarked, to avoid
this, render via the Render Sequence Process detailed in the next section.
Note: Be sure to assign a new shader before painting your object; otherwise,
you will modify the default shader. If this happens, the painted texture will be
assigned to any new objects you create in your scene.
To paint on a 3D object
2.
3. In the Rendering menu set, select Texturing > 3D Paint Tool > to
launch the tool and open the Tool Settings editor. See 3D Paint Tool
settings.
Tip: To ensure that you get expected results when you paint, it is
recommended that you reset the tool settings before starting to paint. To
do this, click Reset Tool.
4.
5. Beside Attribute to Paint (in the File Textures section of the Tool
Settings editor), select the attribute you want to paint. The default is Color.
1. If you have not previously painted or assigned file textures to
one or more of the surfaces, the following warning appears on
the Command Feedback line:
Warning: Some surfaces have no file texture assigned to the current
attribute.
2.
Also, the brush outline displays an X ( ) across it when you move the
brush over the surface to indicate that you are unable to paint on the
selected attribute texture.
3.
4. If you have previously painted or assigned file textures, you do
not get the warning, and the brush displays without the X, so you are
ready to paint. Skip to step 6.
6. Click Assign/Edit Textures. The Assign/Edit File Textures window opens.
7.
Enter a size for the texture in the Size X and Size Y boxes, then select
an Image Format and click Assign/Edit Textures. The Keep Aspect
Ratio option ensures that the proportions of the image are maintained.
Turn this option off if you want the width and the height of the texture to
be different.
8.
9.
The .iff image format (default option) only supports textures up to 8k in size.
If you select a size that is greater than 8k, an error will appear in the Help
Line. You can workaround the issue by saving the texture as smaller than
8192 x 8192 or by selecting a different image format.
10.
Tip: To assign different-sized textures to different surfaces, select each
surface or group of surfaces separately and assign textures to them. Once
the textures have been assigned, you can select any combination of
surfaces to paint on.
11.
12. Set a base color for the model and save the texture. This establishes the
texture you will erase back to. Do this as follows:
1. In the Flood section, click the Color swatch and select a color
from the Color Chooser.
2. Set the Paint Operations to Artisan Paint.
3. Click Flood Paint, and then click Save Textures in the File
Textures section.
13. Select a brush to paint, erase, clone, smear or blur. For details,
see Select a paint brush.
14. Modify any other settings as required and drag on the model to paint.
For information on these settings, see 3D Paint Tool settings.
If you are painting Single Channel (grayscale) attributes such as bump, or
diffuse, the color you paint is automatically converted to grayscale.
15.
16. Once you have finished painting one attribute, you can paint another
attribute, without leaving the tool, by selecting the attribute
beside Attribute to Paint. The first time you paint an attribute, you will have
to assign a texture for it, unless a texture was already assigned
in Hypershade.
Presets such as car paint, frosted glass, and plastic are available.
Click Presets on the Standard Surface Property Editor or Attribute Editor to
select and apply a preset.
See Model glass or metal with the Standard Surface shader for a beginner
tutorial that demonstrates how to model a glass or metal material using
Standard Surface.
Transparency
Coat - a layer that sits on top of all other layers
Emission - a layer below coat that is useful for simulating light sources
with a coat on top
Metal
Thin film - a layer on top of the specular components that can be used
to create spectral coloring effects
Specular reflection and refraction
Sheen - a layer to model cloth
Diffuse reflection and refraction
Subsurface scattering
A tooltip with a brief description appears when you mouse over each attribute.
For a detailed description of the attributes, see the Autodesk Standard Surface
Whitepaper. See also the Arnold for Maya User Guide for a description of the
Arnold implementation of the Standard Surface shader.
Renderer support
You can preview Standard Surface in the viewport, in all of the DirectX
11, OpenGL - Core Profile (Compatibility), and OpenGL - Core Profile
(Strict) modes. OpenGL - Legacy mode is not supported.
Rendering with the Arnold for Maya renderer is supported, and you can
preview Standard Surface in the Material Viewer of the Hypershade using
either the Hardware or Arnold renderers or any other software renderer that
supports Standard Surface. In addition, the Maya Software and Maya
Vector renderers also give approximate representations of Standard Surface.
Lighting support
Standard Surface works with both direct and indirect lighting (image based
lighting) in the viewport and in the Hypershade Material Viewer.
Limitations
Almost all attributes on the Standard Surface node can be previewed in the
viewport. Attributes that are not supported are:
Subsurface attributes
Maya has a number of textures that you can map onto objects. For more
information on these textures, see 2D and 3D textures.
For example, if you connect Maya’s 2D black and white Checker texture to the
color attribute of an object’s material, you have applied a color map; the
checkered pattern determines which parts of the object appear black and
which appear white (or other colors if you adjust the texture’s color attributes).
If you connect the black and white Checker texture to the transparency
attribute, you have applied a transparency map; the checkered pattern
determines which parts of the object are opaque and which are transparent.
Color maps
By mapping a texture to the Color attribute of an object’s material, you create
a color map which describes the color of the object.
To learn more about how you can work with color, see Common surface
material attributes.
Transparency maps
By mapping a texture to the Transparency attribute of an object’s material,
you create a transparency map which lets you make parts of an object opaque,
semi-transparent, or entirely transparent.
To learn more about how you can work with transparency, see Common
surface material attributes.
Specular maps
By mapping a texture to the Specular attribute of an object’s material, you
create a specular map which lets you describe how shine appears on objects
(by controlling highlight).
To learn more about how you can work with highlight, see Common surface
material Specular Shading attributes.
Reflection maps
By mapping a texture to the Reflected Color attribute of an object’s material,
you create a reflection map which lets you describe how an object reflects its
surroundings.
To learn more about how you can work with reflection, see True reflections.
Bump maps
By mapping a texture to the Bump attribute of an object’s material, you create
a bump map which lets you add the illusion of surface bump detail to a
surface.
Displacement maps
Displacement maps let you add true dimension to a surface at render time, a
process which may reduce or eliminate the need for you to create complex
models.
To learn more about how you can work with displacement maps,
see Displacement maps.
Step 1: To do that first, import or design the object in Maya. After importing that
modal, keep “shading all” and “wireframe on shaded” tick marked.
Step 4: Attribute list will appear. Select suitable attributes from the list like color,
transparency, etc.
We will select the color as required. We can drag on the color list to change it
according to our will.
Step 5: Now, we can add texture to the object by clicking on the right side of the
color box.
A pop will appear to select a suitable texture from the appeared window.
Step 6: Here, we had selected a checker as the texture for the object.
We can also change 2 colors of the texture by clicking on the color and selecting a
suitable color.
Step 7: We can also select suitable shading and lighting for the object from the
toolbar appearing on the menu bar.
Step 8: The next step is to add a camera to the object to illuminate it to get a good
quality rendered view. To do that click on create > camera > camera.
Step 9: This will automatically allow opening the camera on your screen.
Step 10: Now, we can select the suitable location of the camera by translating it into
3 axes that are x, y, and z-axis.
Step 11: We can also rotate it about 3 axes according to object location.
Step 14: A rendering pop up window will appear on the screen to change the
rendering settings.
The file is saved at the correct location, image format accordingly as jpeg or any
other image format from the appeared format.
Step 15: We can also change how the camera will be focused on an object. For that,
we can change its views like the front, top, side and perspective view. We can also
change the size of the rendered image in terms of pixels.
We can also change the image quality that we need with this software. Since the
rendering tool takes a lot of time, RAM and memory make one rendered image and
select suitable image quality from the appeared window.
Step 16: Now, we will go to Maya software appearing next to Common settings. We
can change quality as custom, preview quality, intermediate quality, production
quality, custom sensitive quality, and 3D motion blur production according to user
requirement.
Step 17: Now, change the process to rendering. By doing this, all the rendered tools
will appear on your window.
Step 18: The final step is to click on the render button to start and complete the task
with the above settings.
A final rendered image can be check from the saved location of the image.
Conclusion
Above, it has been explained how we can create basic rendering using Maya software.
We can also create full animation using rendering images by controlling frame speed.
The outside environment of an object also plays a major role, so select suitable
brightness and contrast of the environment to create any rendered image.
13. Tools used in modelling
6. Crease Tool
The crease tool is used to harden or smoothen the polygonal mesh by modifying it. It
works by creasing the edges and vertices of a polygon mesh. However, it does not
have an effect on the resolution. You can go to the option from the mesh tools. There
is also an easy shortcut key for the crease tool: Shift + right-click an object.
7. Sculpting Tool
As the name suggests, the sculpting tool allows you to sculpt digital surfaces in 3D,
similar to clay sculpting. The process is similar but just replaces the clay with the
polygon. There are multiple sculpting options available from the sculpting tool
options available under the mesh tools.
8. Quad Draw
Useful for creating topology meshes, users can model in a natural manner. It offers a
streamlined and easy workflow. The reference surface can be retained while you get
to make clean meshes manually.
9. Create Polygon
If you need to generate individual polygons, you can make use of this option called
to create the polygon. You can create new polygons by inserting vertexes from the
scene view.
The insert edgeloop tool splits polygons, it will cut all polygons within an
edgeloop in the same ratio until it reaches an NGon or Tri, where it can't
determine an opposite side and therefore doesn't know there to cut next. This
is a lot faster that cutting polygons one by one. It's also really handy because
the "multiple edgeloop" setting allows you to evenly distribute multiple cuts
within a polygon or split a polygon precisely in half. But it has the restriction
that it needs clearly defined edgeloops
ICO.
JPEG.
JNG.
PBM.