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Maya Brief 2 - Set Design: Texturing, Rendering and Compositing (Light Wrap) The Scene - Pipeline'.

1) The document describes the process of texturing 3D models in Maya including creating UV maps, editing textures in Photoshop, and applying them in Maya. 2) Key steps include lighting a sky dome, rendering scenes and textures separately, and compiling the images in Photoshop by adding light wrap effects. 3) The final outcome was a rendered 3D scene of a farm with textured models and sky that was compiled and finished in Photoshop.

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Jasmine Masters
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0% found this document useful (0 votes)
56 views

Maya Brief 2 - Set Design: Texturing, Rendering and Compositing (Light Wrap) The Scene - Pipeline'.

1) The document describes the process of texturing 3D models in Maya including creating UV maps, editing textures in Photoshop, and applying them in Maya. 2) Key steps include lighting a sky dome, rendering scenes and textures separately, and compiling the images in Photoshop by adding light wrap effects. 3) The final outcome was a rendered 3D scene of a farm with textured models and sky that was compiled and finished in Photoshop.

Uploaded by

Jasmine Masters
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Maya Brief 2 - Set Design: Texturing,

rendering and compositing (light


wrap) the Scene - ‘Pipeline’.

Here I created texture maps for each model, to do this I


went to the UV editing tab and looked to select the UV’s
and create a ‘UV snapshot’ that will then save out an
image for me to then work on in photoshop (this was
repeated another two times).
From there I then deleted the
alpha channel and saved each UV
snapshot as a .psd with ‘WF’ so I
knew that I could go back and
edit the image file if needed.
I then set up the base colours for
each component and then begun
to texture each part in photoshop
to either hold a wood grain or
plank texture.
Using the liquify function to distort lines
for the wood grain and knots in the
wood.
Various wood grain
textures made for
the coop panels,
arranged and
lightened to
compensate for a
darker colour tone in
Maya. Textures were
then saved out as tiff
files as they hold
more information for
Maya to read.
Repeated texturing process across all
UV snap shots.
Applied UV textures to the
barn and chicken coop
through setting up the
surface shader as a file.
1st Render view to see
textures – coop texture
was to dark. So
lightened it to be more
subtle in the 2nd
render.

2nd Render.
I then looked at importing the ground plane, at first
the lighter curves didn’t line up when put into
Maya so then had to change the positioning in
photoshop so that they lined up accordingly.
Then textured the
ground plane so that
there was more to look
at in the scene, here I
had to play around with
sizing and scale so that
the scattered tones
weren’t too big when
imported into Maya.
From there I then created
a sphere and scaled it up
to surround the farm scene
and then looked to add a
new material property to
the enlarged sphere using
a surface shader with the
addition of a ‘Ramp’
shader to create this
gradient effect for the sky.

I then had to change the ‘out


colour’ so that light from the
sky dome could be emitted
into the scene, however this
then created a blue film over
the scene so to fix this I put
the sky gradient on another
layer and rendered out the
sky texture sperate from the
farm scene.
Here I removed any
noise within the scene
by upping the sampling
in the render settings
and then looked at
rendered farm scene
and then saved the file
out as a .exr which is a
32 bit file type which
will then be changed
later in photoshop.
Rendered sky texture
and then saved the file
out as a .exr.
Using photoshop
to compile
rendered out
images.

From there I then opened the .exr files in photoshop, keeping their transparency and looked to then move the image so
they are within the same file. I then duplicated the sky colour and dragged it below the scene and used the top layer to add
a gaussian blur to the image so that image has it’s light wrap around texture within the scene –excess was then deleted.
From there I then flattened the image and looked at changing the bit size of the image from 32bits down to 8bits as it’s only
an image file and doesn't need to retain much information; this then caused the image become highly saturated so to fix
this I changed the method in HDR Toning to Exposure and Gamma to then restore the image back to what it was previously.
Final Outcome.

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