415 TextureArtist X
415 TextureArtist X
Coordinator:
• Mr. Gaurav Birla, Head - Standards & QA, Media & Entertainment Skills
Council, (MESC) Delhi.
• Mr. Ritik Kumar, Chief Designer, Ridosk Studios, India
Units Page No.
Unit 1:
Surfaces and Materials ......................... 9
Unit 2:
Shading and Texturing .......................... 43
Unit 3:
Texturing in Photoshop
and Autodesk MAYA ................................ 67
UNIT 1:
SURFACES AND
MATERIALS
Basics
Maya is the premier application for creating compelling 3D digital content, in-
cluding models, animation, visual effects, games, and simulations.
o NURBS let you easily create smooth, curving surfaces with high-level
control.
o Subdivision surfaces let you edit surfaces at a high level with minimum
overhead data, while still letting you work with subsections of the
surface as if they were made from polygons.
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Texturing Artist : Class – X
• Painting and paint effects. Maya includes an incredible system for using
a graphics tablet (or the mouse) to paint 2D canvases, paint directly on
3D models, paint to create geometry, scriptable paint, and virtually
limitless other possibilities.
• Lighting, Shading, and Rendering. When you want to render a still image
or movie of your scene or animation, you can create them using your
choice of renderers.
Now that Maya is running, you first need to understand what you are seeing.
There are a lot of items displayed in the Maya user interface.
The best way to begin is to learn the fundamental tools and then learn addi-
tional tools as you need them. Begin by learning some of the main tools.
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Unit 1: Surfaces and Materials
When you start Maya for the first time, the workspace displays by default in a
perspective window, or panel. There are the other components of the default
perspective view panel:
• The panel is labeled persp at the bottom to indicate that you are viewing
the Maya scene from a perspective camera view.
• The panel has its own menu bar at the top left corner of the panel. These
menus allow you to access tools and functions related to that specific
panel.
• The grid is displayed with two heavy lines intersecting at the center of
the Maya scene. This central location is called the origin. The origin is the
center of Maya’s 3D world, and with all object’s directional values
measured from this location.
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Texturing Artist : Class – X
In Maya, like many other 3D applications, the three dimensions are labeled as
the X, Y, and Z axes. The origin is located at X, Y, Z position of 0, 0, 0. The grid also
lies along the X, Z plane. We refer to this as a plane because you might visualize
an imaginary, flat, two-dimensional square laying along this 3D position.
Maya labels the X, Y, and Z axes with a color scheme: red for X, green for Y, and
blue for Z. Many tools that you use in Maya use this color scheme to indicate
that you are accessing a particular item that relates to X, Y, and Z in some way.
The axis indicator shows in which direction, X, Y, or Z, you are viewing the Maya
scene. The axis indicator is color coded in the red, green, and blue color scheme
and appears in the lower left corner of a view panel.
This is extremely useful if you are new to 3D, as many of the instructions in
this manual and the Maya Help assume you know where you are viewing the
scene in relation to the X, Y, Z axes.
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Unit 1: Surfaces and Materials
of the Maya interface directly below the Maya title bar and displays the cho-
sen menu set. Each menu set corresponds to a module within Maya: Anima-
tion, Polygons, Surfaces, Rendering, and Dynamics. Modules are a method for
grouping related features and tools.
You switch between menu sets by choosing the appropriate module from
the menu selector on the Status Line (located directly below the File and Edit
menus). As you switch between menu sets, the right-hand portion of the menus
change, but the left-hand portion remains the same; the left-hand menus are
common menus to all menu sets. The left-hand menus contain File, Edit, Mod-
ify, Create, Display, Window, and Assets.
2. Using the menu selector, choose Polygons from the drop-down menu.
The main menu changes to display the menu set for Polygons. Menu
titles such as Select, Mesh, Edit Mesh, and so on, appear.
For now, leave the menu set at Polygons. You will use this set in the next step.
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Texturing Artist : Class – X
1. Select Create > Polygon Primitives > Interactive Creation and ensure that
a check mark does not appear beside this item.
For this lesson, you won’t use this option.
2. From the Main Menu Bar, select Create > Polygon Primitives > Cube.
Maya creates a 3D cube primitive object and places it at the center
(origin) of the Maya workspace.
Status Line
The Status Line, located directly below the Main Menu bar, contains a variety
of items, most of which are used while modeling or working with objects within
Maya. Many of the Status Line items are represented by a graphical icon. The
icons save space in the Maya interface and allow for quick access to tools
used most often.
In this lesson, you learn about some of the Status Line areas.
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Unit 1: Surfaces and Materials
You’ve already learned the first item on the Status line: the Menu Selector used
to select between menu sets.
The second group of circled icons relate to the scene and are used to create,
open, and save your Maya scenes.
The third and fourth group of buttons are used to control how you can select
objects and components of objects. You will learn more about selection of ob-
jects in later lessons.
The fifth group of icons are used to control the Snap Mode for objects and
components. You will begin to use these tools in a later lesson in this chapter.
The last section comprise three buttons that are used to show or hide editors,
including the Attribute
Editor, Channel Box, Layer Editor, and Tool Settings. The default display shows
the Channel Box and the Layer Editor. When you create an object, like the cube
for example, information about that object displays in these editors. You will
learn how to use these editors later in this chapter. For better organization on
the Status Line, all of the icon buttons are broken into groups that you can ex-
pand and collapse, as shown.
Shelf
The Shelf is located directly below the Status line. The Maya Shelf is useful for
storing tools and items that you use frequently or have customized for your
own use. You can keep the tools and items you use most frequently in a loca-
tion that provides handy access. Maya has some of the Shelf items pre-con-
figured for your use.
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Texturing Artist : Class – X
1. From the Shelf, select the Surfaces tab in order to view the tools located
on that shelf.
2. Select Create > NURBS Primitives > Interactive Creation to ensure that a
check mark does not appear beside the item.
For this lesson, you won’t use this option
3. From the Shelf, select the NURBS sphere icon located at the left end by
clicking on it.
Maya creates a sphere primitive object and places it at the center of the
Maya workspace in the same position as the cube.
TIP:
You can determine if this is the correct tool prior to choosing it by first placing
your mouse cursor over the icon, the name or description of it appears in a
popup window directly over it.
In your scene view the wireframe outline of the cube you created earlier in the
lesson has changed color to navy blue, and the sphere is displayed in a bright
green color. The sphere is now the selected object and the cube is no longer
selected. In Maya, when the object displays like this, we refer to it as being se-
lected or active.
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Unit 1: Surfaces and Materials
Some numerical information appears in the Channel Box editor on the right
hand side of the user interface. This information relates to X, Y, and Z, transla-
tion, rotation, and scaling for the active object. The X, Y, and Z Translate numer-
ical values are currently set to 0. This indicates that the sphere’s location is at
the origin. The Channel Box is useful for viewing and editing this type of basic
information. You will use the Channel Boxlater in this chapter.
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Texturing Artist : Class – X
The Channel Box disappears, and the perspective scene view expands
slightly. With the Channel Box hidden, you have more working area in
your scene view.
2. To show the Channel Box, click the Show/Hide Channel Box icon on the
Status line. The Channel Box appears in the scene view.
Texture Artists are responsible for the creation of textures, colours and organic
surface qualities required for computer-generated creatures and hard-sur-
face models used in production. Texture Artists work closely with Modelers and
Look Development Artists to create photo-real assets for high end visual ef-
fects films.
3D coordinates
The most basic visual entity is the point. The point has no size, but it has a lo-
cation.
To determine the location of points, we first establish an arbitrary point in space
as the origin.
We can then say a point’s location is so many units left (or right) of the origin,
so many units up (or down) from the origin, and so many units higher (or low-
er) than the origin.
These three numbers give us the 3D coordinates of the point in space. For ex-
ample, a point 7 units right (x), 4 units down (z), and 3 units above (y) the origin
has the XYZ coordinates (7,4,3).
To specify points on the opposite side of the origin, we use negative numbers.
In the example, a point at (-5, -2, -1) would be 5 units left of the origin, 2 units
up, and 1 unit below.
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Unit 1: Surfaces and Materials
Interface overview
This section is a brief summary of the main Maya interface. Numbered head-
ings below refer to the numbered interface elements in the figure.
• If you can’t find the menu you’re looking for, it may be that the correct
menu set is not open - see Menus and menu sets. You can also choose
Help > Find Menu and enter the name of menu or command you’re
looking for.
• You can show or hide elements (panels) in the main window using the
Windows > UI Elements menu.
• You can hide all the interface elements to maximize viewing space and
instead use the quick command features: the hotbox, Maya Hotkeys, and
Marking menus.
• You can rearrange the panels to suit your preferences by docking them
in different areas of the Maya window. For more information, see Dock
and undock windows and panels.
• To zoom in on the view under the mouse pointer, such as the View Panel
or Graph Editor, press Shift + Spacebar. This collapses all other panes
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Texturing Artist : Class – X
docked in the main window. If the mouse pointer is over a floating win
dow or another part of the interface, such as the Channel Box or Tool
Settings, it affects the last view you clicked in. Press Shift + Spacebar
again to restore the previous viewing configuration.
• For a full-screen view of the pane with the focus, press Ctrl + Spacebar.
This works the same way as Shift + Spacebar for zoom-in view, but it also
hides UI elements such as the Status Line, Shelf, Time Slider, and so on.
Press Ctrl + Spacebar again to restore the previous viewing
configuration.
1. Menu Sets
Menu sets divide the type of menus available into categories: Modeling, Rig-
ging, Animation, FX, and Rendering. Maya’s first seven menus on the main
menu are always available, and the remaining menus change depending on
the menu set you choose. See Menus and menu sets for information.
2. Menus
The menus contain both tools and actions for working in your scene. The main
menu is that the top of the Maya window. There are also individual menus for
the panels and option windows. You can also access the menus in the main
menu in the hotbox, which you can open by holding down the space bar in a
view panel. See Menus and menu sets for information.
3. Status Line
The Status line contains icons for some commonly-used general commands,
such asFile > Save, as well as icons for setting up object selection, snapping,
rendering, and more. A quick Selection field is also available for you to set up
for numeric input. Click the vertical dividers to expand and collapse groups of
icons.
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Unit 1: Surfaces and Materials
5. Shelf
The Shelf contains icons for common tasks, organized by tabs based on cate-
gory. The real power of shelves, however, is that you can create custom shelves,
and then make tools or command shortcuts that are quickly accessed from
there with a single click. See Shelves for information.
6. Workspace selector
Select a custom or predefined arrangement of windows and panels designed
for different workflows. Shown here is the Maya Classic workspace. For more
information, see Workspaces.
7. Sidebar icons
The icons at the right end of the Status line open and close tools that you will
use frequently. From left to right, the icons display the Modeling Toolkit, the
HumanIK window, the Attribute Editor, the Tool Settings, and the Channel Box/
Layer Editor(which is open by default and shown here).
In the Maya Classic workspace, these tools open as tabs in the pane below,
except for the Tool Settings which open in a floating window. Use the tabs to
switch between open tools, or click the current tab to collapse the whole pane.
Click on any tab in a collapsed pane to restore it. You can also drag the tabs to
change their order, or right-click on the tabs for more options.
8. Channel Box
The Channel Box lets you edit attributes and key values for selected objects.
The Transform attributes are shown by default, but you can change which at-
tributes are displayed here.
9. Layer Editor
There are two types of layers that are displayed in the Layer Editor:
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Texturing Artist : Class – X
layout you’re using. You can also display different editors in the view panel. The
Panel Toolbar in each view panel gives you access to many of the frequently
used commands found in the Panel menus.
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Unit 1: Surfaces and Materials
All other menus change depending on the menu set you select: Modeling, Rig-
ging, Animation, Dynamics, Rendering. Each menu set is designed to support a
particular workflow.
You select the menu set you want to work with from the drop-down list in the
Status bar.
To switch between menu sets, use the drop-down menu in the Status Line, or
use hotkeys. The default hotkeys are:
• F2 (Modeling)
• F3 (Rigging)
• F4 (Animation)
• F5 (FX)
• F6 ( Rendering)
You can create custom menu sets that contain your choice of menu items -
see Custom menu sets.
Note: To toggle the display of the menu bar, press Ctrl+M. With no menu bar
visible, you can still use the Hotbox to choose commands.
Tear-off menus
You can display menus as separate windows. This is helpful when you use a
menu repeatedly. Pull down the menu and click the tear-off line at the top.
Tear-off menus always display on top.
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Texturing Artist : Class – X
• The main menu at the top of the Maya window - see Menus and menu
sets.
• Shelves, where the most frequently used menu items are also available
as icons; for example, common commands from the Rigging menu set
are available as icons in the Rigging shelf - see Shelves.
• When you select an action menu item, that action is performed on the
selected objects or components.
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Unit 1: Surfaces and Materials
If the order is important, instructions about the selection order appear in the
help line at the bottom of the Maya window.
• When you select a tool menu item, that tool is activated, which you can
then use on objects or components. Instructions for using the tool
appear on the help line when it’s active.
The tool stays active until you exit it by selecting another tool.
Many items in the Curves and Surfaces menus can be converted from actions
to tools (or vice versa) - see Switch operations between actions and tools.
For many menu items, you can set up options before executing it. When op-
tions are available, a box is displayed next to the name of a menu item. See
Set or reset the options for a menu item for more information.
You can quickly repeat your last action from a menu item in Maya’s main menu,
or Panelmenu with the middle-mouse button. For example, if your last action
was to open the Windows > Animation Editors > Graph Editor, then middle-click
the Windows menu to reopen the Graph Editor. This also applies to sub-menus.
Many tools have options, shown in the menu as a box . This option box lets you
adjust and finetune individual settings for each tool.
• Click the box next to the name of a menu item to open the action’s
options window.
• Double-click a tool to show the Tool Settings panel.
You can return menu items to their default settings by clicking Reset.
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Texturing Artist : Class – X
The hotbox contains every action available in the Maya interface. It appears
when you hold down the space bar in a view.
• It contains every menu and menu item. This is useful if you want to
quickly use an action from another menu set without switching menu
sets.
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Unit 1: Surfaces and Materials
• You can use the hotbox to select actions even if you’ve hidden the menu
bar (press Ctrl+M) and other UI elements to save space.
• The hotbox provides five customizable marking menus you can show
by clicking inside, above, below, left, or right of the Hotbox Controls
option. To select an action from the hotbox
2. Click a menu and drag while you select an option, or click an empty area
anywhere around the hotbox to show additional marking menus.
Tip: Clicking the tear-off line at the top of a marking menu opens it in a
separate window.
Marking Menus
Marking menus are used throughout the Maya interface. When you right-click
an object, a marking menu appears that lets you select a selection mode and
other actions that are in context to the type of object. Some marking menus
appear when you hold a key and press a mouse button.
Marking menus are very fast for experienced users because once you get used
to showing them and the positions of their items, you can select the items us-
ing very quick gestures with the mouse or tablet pen, sometimes so fast the
entire menu won’t even display.
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Texturing Artist : Class – X
Note: You can assign marking menus to hotkeys. Hold the key and press the
mouse button to show the marking menu.
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Unit 1: Surfaces and Materials
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Texturing Artist : Class – X
Convert Selection marking menus
Insert Edge Loop Activates the Insert Edge Loop, which allows you
to create new edge loop perpendicular to the ex-
isting edges.
Append to Polygon Tool Activates the Append to Polygon Tool, which al-
lows you to add polygons to an existing mesh.
Soften/Harden Edge Manipulates vertex normals to make all edges
appear soft or hard.
Extrude Extrudes the selected components.
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Unit 1: Surfaces and Materials
Offset Edge Loop Tool Activates the Offset Edge Loop Tool, which allows
you to insert
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Texturing Artist : Class – X
UV marking menus
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Unit 1: Surfaces and Materials
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Texturing Artist : Class – X
Ctrl + Shift + right-clicking your scene when different transformation tools are
active, or holding the shortcut key for that tool and left-clicking the scene,
opens a marking menu full of various settings related to that particular trans-
formation tool.
The following marking menus are common to the Select Tool, Move Tool, Ro-
tate Tool, and Scale Tool.
Symmetry
Menu Item Effect
Symmetry Turns Object symmetry on.
Topology q/ World / Object Sets the symmetry space.
X Axis / Y Axis / Z Axis Lets you choose whether to reflect your selec-
tion along the X-axis, Y-axis or Z-axis.
Select
Menu Item Effect
Marquee Turns Marquee select on and off.
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Unit 1: Surfaces and Materials
Soft Select
Menu Item Effect
Soft Select Turns Soft Selection on and off.
Object / Global / Surface /Volume Sets the Falloff Mode for Soft Selection.
Color Feedback Turns color feedback for Soft Selection
on and off.
The following marking menus give you access to options associated with the
Select Tool. You can also access these marking menus by holding Q + clicking
in your scene.
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Texturing Artist : Class – X
Axis
Menu Item Effect
Live Object Sets the Axis Orientation for the Move
Axis / Normal / Parent / Along Tool.
Rotation Axis
Custom Sets the Axis Orientation to a Custom
axis orientation based on a specified
point, edge, or face.
Snap
Menu Item Effect
Discrete Move Lets you move components by specified increments.
You can modify the increments in the Tool Settingse-
ditor.
Face Center / Vertex Lets you move and snap to a live polygon’s compo-
nents.
Both can be turned on simultaneously.
Relative Mode Lets you move components relative to their initial ori-
entation or scale.
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Unit 1: Surfaces and Materials
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Texturing Artist : Class – X
Axis
Menu Item Effect
Live Object Sets the Axis Orientation for the Scale Tool.
Axis / Normal / Parent / Along
Rotation Axis
Custom Sets the Axis Orientation to a Custom axis ori-
entation based on a specified point, edge, or
face.
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Unit 1: Surfaces and Materials
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Texturing Artist : Class – X
Offset Edge Loop Tool Activates the Offset Edge Loop Tool,
which allows you to insert new edge
loops on either side of selected edg-
es.
Insert Edge Loop Activates the Insert Edge Loop, which
allows you to create new edge loop
perpendicular to the existing edges.
Slide Edge Tool Lets you reposition a selection of edg-
es or entire edge loops on a polygon
mesh.
Edit Edge Flow Adjusts the position of the selected
edges to fit the curvature of the sur-
rounding mesh.
Add Divisions To Edge Allows you to split an edge using mul-
tiple vertices.
Bridge Creates faces connecting the select-
ed border edges.
Fill Hole Automatically creates a three or more
sided face to fill an open
area bordered by the selected edge.
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Unit 1: Surfaces and Materials
Bevel Face Expands the selected face’s edges into a new faces
based on the current Bevel Options.
Wedge Face Extrudes an arc out of the selected face until it is
within a certain Arc angle of the selected edge.
Smooth Faces Adds new polygons to smooth out vertices and
edges bordering the selected faces.
Assign Invisible Faces Removes all shading from the selected faces (but
does not remove the face itself).
Add Divisions To Faces Subdivides selected faces into additional faces.
Triangulate Faces Converts the selected faces to triangles to ensure
proper rendering.
Quadrangulate Faces Converts the selected faces to quads to ensure
proper rendering.
Reduce Faces Retopologizes the selected faces in an attempt to
reduce the overall number of polygons.
Bridge Faces Creates faces connected the selected faces’ oppo-
site border edges.
Extract Faces Disconnects the selected faces from the mesh.
Duplicate Face Creates a copy of the selected faces.
Target Weld Activates the Target Weld Tool, which allows you to
merge vertices or edges interactively.
Mapping Provides options to apply a default UV map to the
selected faces.
Responsibilities:
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Texturing Artist : Class – X
• Continual and efficient communication with the Look Dev and Modelling
departments
• Quality control of texture maps prior to publishing to ensure consistency
• Meeting schedules and set deadlines while maintaining the highest
standards
• Communicating with Production and Leads regarding schedules and
deadlines
• Sharing techniques, reference material and ideas with the team
• Continuing to become familiar with new tools, software, data and other
related technology
Essential Skills:
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UNIT 2:
SHADING AND
TEXTURING
SURFACE SHADING
In the real world, what an object is made of is one of two main factors that de-
termine the appearance of its surface (the other is light). This is because when
light hits the objects, some of the light is absorbed and some of it is reflect-
ed. The smoother the object, the shinier it is; the rougher the object, the more
matte it is.
Factors beyond basic color, transparency, and shine that determine the ap-
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Texturing Artist : Class – X
About backgrounds
Typically you render the objects in a scene against a black background and
composite the rendered images later with an appropriate background using
compositing software. However, you can insert a background:
Color backgrounds
A color background floods the background of the scene with a solid color (for
example, black, white, or red).
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Unit 2: Shading and Texturing
Texture backgrounds
A texture background uses a 2D, 3D, or environment texture on an image plane
to simulate a 3D background, or environment.
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Texturing Artist : Class – X
1. Select View > Image Plane > Image Plane Attributes from the current
view and choose any of the camera’s image planes you want to edit.
Tip
Right-click the arrow key of the image plane attribute in the camera to display
a list of the image planes per camera.
After you have created your model, you can add color and shading to it by
doing the following:
Right-click your object in the viewport and select Assign New Material. Select
any of the available shaders from the editor that appears. In this example, a
Phong shader is created and assigned to the body of the dinosaur model.
You can set a color for your object by clicking the Color value swatch to edit
the color using the Color Chooser.
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Unit 2: Shading and Texturing
Alternatively, you can map a texture to the Color attribute of your material, as
demonstrated in the Map a texture to any of the material attributes section
below.
You can map a texture to any of the material attributes that appear with a
icon beside it.
For example, you can add color to your model by mapping a file texture to the
material’s Color attribute, or add surface detail by mapping a normal map to
the Bump Mappingattribute to give the appearance of a rough surface.
1. Click the icon beside the Color attribute and select File.
A File texture node is created. Click the browse icon beside Image Name
to navigate to your texture file.
Press 6 for textured mode in the viewport to see the texture applied to
the dinosaur.
2. Similarly, click the icon beside the Bump Mapping attribute and
select File.
Select the file node in the Attribute Editor and click the browse icon to
navigate to your normal map.
In this example, the bump on the model’s body is not very realistic. To
correct this, select the bump2d node, then select Use As > Tangent Space
Normals.
You can further refine the shading of your model by adjusting any other ma-
terial attribute.
For example:
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Texturing Artist : Class – X
Power attribute
• Give the dinosaur a metallic, shiny skin by changing the Specular Color
to a lighter grey
The attributes that you can adjust depend on the shader that you have as-
signed to the material. Different attributes are available for the Blinn shader,
for example, as compared to the Lambert shader.
You can layer shaders when you want to use more than one material for an
object. Layered shaders let you create the appearance of variations in the
material qualities of the surface by combining two or more material nodes
that each have their own qualities. Layered shaders render more slowly than
other materials, so consider using Layered textures instead to achieve similar
results.
If you choose the texture option for the compositing flag, you must plug the
whole network into a material (for example, Phong or Blinn).
For a description of this flag and other attributes of the node, see the Layered
Shader node reference.
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Unit 2: Shading and Texturing
Textures
In visual arts, a texture is any kind of surface detail, both visual and tactile. In
Maya, you create surface detail with textures connected to the material of ob-
jects as texture maps. Materials define the basic substance of an object, and
textures add detail.
You can connect textures to almost any attribute of a material; the most com-
mon ones being color, transparency and shine (specularity). For more infor-
mation on material attributes, see Common surface material attributes and
Common surface material Specular Shading attributes.
In addition, you can also add detail to the appearance of an object’s surface
by adding Surface relief. Do this by connecting textures as bump maps or dis-
placement maps.
A set of 2D and 3D textures are provided in Maya. In addition, you can create a
Filetexture and connect to it your own image file.
2D and 3D textures
Texture nodes are one type of render node that, when mapped to the material
of an object, let you define how the surface of an object looks when rendered.
Texture node(s) (with material nodes) feed into the Shading Group node, which
tells the renderer how to shade the surface.
Texture nodes are procedural textures generated by Maya or bitmap images
imported into Maya that you can use as texture maps for material attributes.
Texture maps on various attributes such as color, bump, and specularity affect
the appearance of the material. For more information about texture maps,
2D textures
2D textures wrap around an object, like gift wrapping, or stick to a flat surface,
like wallpaper.
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Texturing Artist : Class – X
3D textures
Environment textures
Layered textures
There are two ways to layer textures in Maya: using the Layered Shader with the
texture compositing flag, or with the Layered Texture Node.
Though the workflow for using the Layered Texture node is similar to the Lay-
ered Shader, using the Layered Texture node is recommended because you
can set many blend modes.
For texture-specific attributes, see the 2D texture name: Bulge, Checker, Cloth,
File, Fluid Texture 2D, Fractal, Grid, Mountain, Movie,Noise, Ocean, Ramp, Water.
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Unit 2: Shading and Texturing
Color Balance
Corrects the color or intensity of a texture.
Exposure
Adjusts the brightness of the image. The modified colors are used for render-
ing, as well as for display in Viewport 2.0.
Default Color
If you map a texture to a material in such a way that it that does not cover the
entire surface, the file node’s Default Color shows through. To select a different
color, click the color bar to open the Color Chooser. To change the texture’s
coverage, use the placement options.
Color Gain
Scaling factor applied to the texture’s outColor channel. For example, you can
color-correct a texture that appears too green by setting the Color Gain to a
shade of blue. The default color is white (no effect).
Color Offset
Offset factor applied to the texture’s outColor channel. For example, you can
brighten a texture that appears too dark by setting the Color Offset to a shade
of gray. The default color is black (no effect).
Alpha Gain
Only has an effect if the texture is used as a bump or displacement. Scaling
factor applied to the texture’s outAlpha channel. The default value is 1 (no ef-
fect).
Alpha Offset
Only has an effect if the texture is used as a bump or displacement. Offset
factor applied to the texture’s outAlpha channel. For example, if the Alpha Gain
value is -1 and the Alpha Offset value is 1, the outAlpha channel is inverted. The
default value is 0 (no effect).
Alpha Is Luminance
Off by default. The alpha (mask) output depends on the luminance of the color
channels. Bright areas of the texture are more opaque when compositing, and
dark areas are more transparent.
Note: You cannot use Alpha Is Luminance for Cloth, Ramp, or Stencil textures.
Color Balance
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Texturing Artist : Class – X
Corrects the color or intensity of a texture.
Default Color
If you map a texture to a material in such a way that it that does not cover the
entire surface, the file node’s Default Color shows through. To select a different
color, click the color bar to open the Color Chooser. To change the texture’s
coverage, use the placement options.
Color Gain
Scaling factor applied to the texture’s outColor channel. For example, you can
color-correct a texture that appears too green by setting the Color Gain to a
shade of blue.The default color is white (no effect).
Color Offset
Offset factor applied to the texture’s out Color channel. For example, you can
brighten a texture that appears too dark by setting the Color Offset to a shade
of grey. The default color is black (no effect).
Alpha Gain
Only has an effect if the texture is used as a bump or displacement. Scaling
factor applied to the texture’s out Alpha channel. The default value is 1 (no ef-
fect).
Alpha Offset
Only has an effect if the texture is used as a bump or displacement. Offset fac-
tor applied to the texture’s out Alpha channel. For example, if the Alpha Gain
value is -1 and the Alpha Offset value is 1, the out Alpha channel is inverted. The
default value is 0 (no effect).
Alpha Is Luminance
Off by default. The alpha (mask) output depends on the luminance of the color
channels. Bright areas of the texture are more opaque when compositing, and
dark areas are more transparent.
Note: You cannot use Alpha Is Luminance for Cloth, Ramp, or Stencil textures.
Effects Filter
Filter attributes scale the size of the filter and let you specify the amount of blur
in the texture map. Use it as an anti-aliasing technique used to refine file tex-
tures, reduce flickering, or to achieve special effects.
By default, Filter is set to a value of 1.0 to help prevent such aliasing effects. The
effect of Filter is related directly to eye space. As the object moves further away
from the eye, the more the texture blurs.
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Filter Offset
Controls the texture blur in texture space (not eye space). Use Filter Offset for a
blurred effect instead of anti-aliasing. Maya adds a constant value to the Filter
setting. The default value is 0. Increasing the value increases the texture blur.
For example, 1.00 completely blurs the texture.
Tip:
A Filter and Filter Offset of 0.00 results in no blur effect, but a small amount of
blur can help reduce moiré and aliasing effects in texture maps.
Invert
Reverses all texture colors (black becomes white, white becomes black, and so
on). Invert is off by default. For example, you can change a bump or displace-
ment map’s raised regions to depressions and vice versa by setting Invert on
or off.
Local, Wrap
Wrap repeats or tiles the texture completely over the object. If off, everything
outside the 3D placement cube displays the texture’s default color. Wrap is on
by default.
Tip:
Some nodes, such as the Reverse utility, repeat themselves to achieve the ef-
fect of Wrap, so that it extends infinitely. Others, such as a Marble texture, ex-
tend outwards without repeating.
To adjust texture placement on all objects at once, turn Local on, transform the
texture placement icon, then turn Local off to see the results. Turning on Local
also means that if you transform any of the objects during an animation, the
3D texture transforms accordingly.
Blend
Controls how much of the texture’s Default Color is mixed into the texture Color.
A value of 0 means the Default Color does not affect the texture Color. As you
increase the Blend value, more and more of the Default Color mixes in. This at-
tribute does not work unless Wrap is turned off and Local is turned on.
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Texturing Artist : Class – X
2. Make sure Invert and Wrap are off and turn Local on.
3. Drag the slider to change the Blend value.
Color Remap
Applies a color map to the texture and lets you add or subtract colors from a
texture’s default settings. Maya maps the U value to the original texture’s hue,
and the V value to the original texture’s intensity.
To remap a texture
1. Click the Insert button under the Color Remap section. The texture colors
change and a Remap Ramp Attribute Editor appears. Adjust the Ramp texture
colors and attributes if necessary.
UVs
UVs (pronounced U-VEEZ) are two-dimensional texture coordinates that re-
side with the vertex component information for polygonal and subdivision sur-
face meshes.
UVs are essential in that they provide the connection between the surface
mesh and how the image texture gets mapped onto the surface mesh. That is,
UVs act as marker points that control which points (pixels) on the texture map
correspond to which points (vertices) on the mesh. Textures applied to poly-
gon or subdivision surfaces that do not possess UV texture coordinates will not
render.
Although Maya creates UVs by default for many primitive types, you’ll need to
rearrange the UVs in most cases, because the default arrangement will usu-
ally not match any subsequent edits to the model you may make. In addition,
the location of the UV texture coordinates do not automatically update when
you edit a surface mesh.
In most cases, you map and arrange UVs after you have completed your mod-
eling, but before you assign textures to the model. Otherwise, changing the
model will create a mismatch between the model and the UVs, and affect how
any textures appear on the model.
Understanding the concept of UVs and how to map them to a surface, and
subsequently lay them out accurately is essential for producing textures on
polygonal and subdivision surfaces when working in Maya. This is also import-
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Unit 2: Shading and Texturing
ant when you need to paint textures, fur, or hair onto a 3D model.
Note: For NURBS surface types the texture coordinates (UVs) that control the
placement of a texture exist by default and are implicitly connected to the
control vertices. When the control vertices get repositioned, so do the positions
of the corresponding UV texture coordinates. Any textures mapped to the sur-
face will adjust automatically.
Texture mapping
To apply a texture to an object, you map the texture to an attribute on the
object’s material. (Textures and materials are render nodes. The attributes to
which the texture is connected determines how the texture is used and how it
affects the final results.
Maya has a number of textures that you can map onto objects. 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 at-
tribute, you have applied a transparency map; the checkered pattern deter-
mines which parts of the object are opaque and which are transparent.
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Texturing Artist : Class – X
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 ma-
terial 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 sur-
face 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.
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 sur-
face.
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.
UV mapping
The process of creating explicit UVs for a surface mesh is called UV mapping.
UV mapping is a process whereby you create, edit, and otherwise arrange the
UVs (that appear as a flattened, twodimensional representation of the surface
mesh, over top of the two-dimensional image to be used as a texture as it ap-
pears in the UV Texture Editor.
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The UV mapping process results in a correlation between the image and how it
appears as a texture when mapped onto the three-dimensional surface mesh.
UV mapping is a critical skill to master for accurate and realistic textures on
polygonal surfaces.
• You create UVs by mapping them onto your surface mesh. For more in
formation see Mapping UVs.
• You view and edit UVs using the UV Texture Editor. You can display the
texture image as a background image to let you more easily correlate
the UVs to the texture.
• You use the tools in the UV Texture Editor to lay out and manipulate the
2D representation of UVs. For more information see Editing UVs.
Creating UVs
In Maya, UV texture coordinates (UVs) can be created for polygon surface
meshes using the following UV mapping techniques:
• Automatic UV mapping
• Planar UV mapping
• Cylindrical UV mapping
• Spherical UV mapping
• User-defined UV mapping
• Best Plane mapping
• Camera UV mapping - see Planar UV mapping
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Texturing Artist : Class – X
ping techniques does not usually produce the final UV arrangement that is
required for a texture. As a result, you will often need to perform further editing
operations on the UVs using the UV Editor. It is best to map UVs onto a model
only when it is complete.
Note: Polygon and subdivision surface primitives have default UV texture coor-
dinates that can be used for texture mapping. However, if you modify the de-
fault primitives in any way (that is, scale, extrude faces, insert or delete edges)
you will need to map a new set of UV texture coordinates onto the object to suit
your texture mapping requirements.
Bump maps
Bump maps are grayscale textures you map to objects to create the illusion of
surface relief (elevations and depressions) on an otherwise flat object.
With bump maps, depressions and elevations look real because they don’t al-
ter the geometry of the surface the way Displacement maps do. Bump maps
just change the direction of the surface’s normals based on the bump map’s
Alpha Gain value.
Use bump maps to create very shallow reliefs. For example, you can make ob-
jects look like they are embossed, have shallow rolling hills, and so on.
Note: File textures that are used for bump mapping are usually connected via
their out Alpha attribute. If the corresponding texture image file does not pro-
vide an alpha channel, then the bump effect may be missing when using cer-
tain image formats.
To avoid this, turn on the Alpha is Luminance attribute in the Color Balance
section of the File Texture node. For more information, see File.
Tip:
• Map surface relief (bumps or displacements) to the Blinn surface
material to reduce highlight roping or flickering. The soft highlights on
Blinn surfaces are less likely to cause roping or flickering than the harder
highlights on Phong surfaces.
• Although scratches are like little depressions, you can more easily
achieve them with 2D textures.
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Unit 2: Shading and Texturing
Just like the bump map you can quickly make specular map in PS by changing
a few parameters.
a.) Desaturation
To do this simply select Hue/Saturation(Ctrl+U)and set the value of Saturation
to -100 or slightly less.
b.) Inversion
Unfortunately now all of the reflections would be in the hollows but we want
to achieve just the opposite of that. That’s way you need to do inversion. Key
combination Ctrl + i will do color inversions and already we can see that map
is close to what you are expecting.
c.)Levels
You have to set the Levels that so the black areas will be really crisp and so are
going to see the transitions between black and white points.
d.) Sharpen
It’s always worth to make our map a little sharper. Just go to Filter-> Sharpen->
Smart Sharpen and play with the sliders. Immediately you have a real-time
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Texturing Artist : Class – X
view in the window how the sharpening is changing. Of course you cannot
overdo with this.
2.Crazy bump
Here is very simple work to do. We will do everything in analogy of the creating
the bump map.
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Unit 2: Shading and Texturing
b.)Settings
First of all there is a fewer setup sliders than on bump card however that doesn’t
change the fact that you can get great effect or screw up everything :D
Texture influence
- Here you can change the influence of texture on the map. Why I would
to change it from a zero value? It’s a very good question :P It’s only useful when
you have a texture with a lot of pits and bulges, then you can make that the
light will reflect only on the most sharp places.
Enhence detail
- responsible for the amount of detail to be included on the map.
Brightness
- higher value makes map will be… all shiny without taking into account the
number of pits and bulger of diffuse map.
Contrast
- with increasing contrast, collapse places will be more sharp. Sometimes
this can be useful (for example on leather seat material) but usually the better
way is just set a value in the range 15-25.
Add noise
- this can add noise to the map
Metallic color
- this can add metallic color to the map
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Texturing Artist : Class – X
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Unit 2: Shading and Texturing
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Texturing Artist : Class – X
that where the texture goes off the top, it seamlessly repeats on the bottom,
and the same for left and right.
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Unit 2: Shading and Texturing
cut-off on the right. Switch to the Clone Tool, and use it to sample clear patch-
es of background to cover up any anomalies.
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Texturing Artist : Class – X
and you’ll be able to drag it around to check that it really is seamless. You can
reduce the scale as well, if you like, to check the repeats.
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UNIT 3:
TEXTURING IN
PHOTOSHOP AND
AUTODESK MAYA
Photoshop
Inspect the source image. If you’re going to tile it, try to find a regular repeating
area. This is only to make your job easier. You can tile anything, really, but it
depends on how much work you want to give yourself.
After you’ve chosen a rough tile-able area, crop that area out, and size your im-
age to the desired size ratio. Do not go lower than 1024 resolution at this stage
of the work, or you’ll start losing picture quality quickly. So set it to 2048X1024,
or 1024X1024, etc. The reason we need to fix the size ratio (not the final size) at
this stage is for the next step.
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Texturing Artist : Class – X
See those seams running right down the middle of the pic, vertically and hori-
zontally? You have to make them disappear. Get to know the clone tool. (Goo-
gle...) There are many other ways to shuffle pixels too, but I’ll leave the specifics
up to you. This is usually the hardest, most time consuming step.
Once you’ve blended the lines away, run the Offset filter again to restore the
correct layout of your pic, and save it out in a nice high quality (but not too big
to manage) format. This is the “diffuse” image. We’re using 24bit TGA for TDM.
Add a new layer above the Normal group. Name it ColorBase. Change the fore-
ground color to a dark gray.
Turn on the Template layer. Go to the ColorBase layer, and fill it with the fore-
ground color.
Pick a dark brown color for the foreground, and light brown color for
the background.
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Unit 3: Texturing in Photoshop and Autodesk MAYA
On the ColorBase layer, make a selection over the handle grips mesh. Go to
Filter/Render/Fibers. This will fill in a wood texture for the handles.
Go to Select/Inverse. This will select all the other pieces which we want to be
gray.
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Texturing Artist : Class – X
Save your project as a .PSD file. Turn off the Template layer. Flatten the rest of
the layers. Then Save As… Diffuse.TGA
Now check your model in 3ds Max. It is still plain looking, but we will fix that with
some layer style effects.
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Unit 3: Texturing in Photoshop and Autodesk MAYA
Open the Normal group. Go to the Indents layer in the Normal group. Use the
MagicWand tool and click the empty background. Then go to Select/Inverse.
The Indents are all selected.
Turn off the Normal group, go to the ColorBase layer and go to menu and Edit/
Copy. We now have a copy of the ColorBase texture inside the selections.
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Texturing Artist : Class – X
Turn on the ColorBase layer and the ColorIndents layer. The pieces blend in.
We will use Layer Style Effects to the indented areas to add more color to the
texture.
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Finally go to Filter/Blur/Blur More. This will smooth the edges of the indented
areas.
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Texturing Artist : Class – X
#1. Get the selection of extruded pieces from Extrude1 in the Normal group of
layers.
#2. Go to the ColorBase layer and Copy.
#3. Go to ColorExtrude1 and Paste in Place.
#4. On the ColorExtrude1 layer add an Inner Glow for chipped paint, and an
Outer Glow for dirt. #5. Filter/Blur/Blur More.
#1. Get the selection of extruded pieces from Extrude2 in the Normal group.
Turn off Anti-alias
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Unit 3: Texturing in Photoshop and Autodesk MAYA
Ctrl-click all the layers below the Template layer and above the Normalgroup.
Then right click and go to Link Layers. Under Layers on the menu, Group the
layers and rename it Diffuse.
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Texturing Artist : Class – X
Open the Diffuse group, and turn off all other layers. Merge the Visible layers.
Select the entire screen. Go to Copy on the menu. We just want a copy of this
diffuse image.
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Unit 3: Texturing in Photoshop and Autodesk MAYA
Get the Diffuse group of layers back again. We want to keep the Diffuse group
if we decide to make any changes there.
So, CTRL+ALT+Z until you are back the Diffuse group. Now go to the All Edges
layer and then Paste from the menu.
Now we have a copy of the flattened Diffuse group in the All Edges Layer.
Uncheck Anti-alias.
Go to the Template layer and use the Magic Wand tool to click anywhere out-
side the Template pieces.
Go back to the AllEdges layer and press Delete. Now we have all the pieces for
the gun model.
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Texturing Artist : Class – X
Go to the Diffuse group and make a Duplicate copy of the ColorBase layer and
drag it under the AllEdgescopy layer.
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Unit 3: Texturing in Photoshop and Autodesk MAYA
Add a layer mask to the AllEdges layer. Go to Layer/Layer Mask/ Reveal All.
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Texturing Artist : Class – X
Now use the Pencil tool. Size=25. Make the foregroundcolor black.
On the AllEdges layer, click the layer mask, then use the pencil to erase edges
we don’t want to show on the model.
The edges to erase are mostly on the barrel pieces, and the line indent areas
on the gun box.
Save your project as a .PSD file. Turn off the Template layer. Flatten the rest of
the layers. Then Save As… Diffuse.TGA
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Unit 3: Texturing in Photoshop and Autodesk MAYA
Painting on one face of this particular object will result in the paint appearing
on every side. This can be quite confusing to why it happens. If the material for
cube is opened, it’s fairly obvious why.
To access the materials for a 3D Object in Photoshop, click on the material ob-
ject in the 3D menu (marked yellow) and select to open/edit the Diffuse texture
(marked in red) from the folder (marked in purple)
It turns out that we only see one face, the reason that we see this result on all
faces is that each of the other faces takes the texture from a single definition.
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Texturing Artist : Class – X
3D Texture maps are controlled by something called UV’s or UVW (in some cas-
es). A UV is a collection of reference points that link texture back to the original
Polygons. The U and V are simply references for an X and Y coordinates ref-
erence, but are represented in a 2D fashion, this is called un-wrapped geom-
etry. These 2D representations will make texturing and painting much simpler
and more controllable. In the case of the cube there are six faces, so therefore
six UV’s exist. however, the UV’s in this example are all positioned in the same
place, that’s why we only see one, but in reality there are six overlapping.
This might be want you need to paint the cube for your texture, but if you need
to have different designs, patterns and textures on each face, then this won’t
work for you and will need to be corrected.
Photoshop CC can read the UV’s that have been created from a 3D Package
and also has a way to automatically correct the UV’s by choosing ‘Generate
UVs’ from the 3D Menu. This again, might be ok for the texture that you would
like to paint. However, if you would like to get full control of the UV’s, then you
will need to unwrap them using a dedicated 3D package.
There are many different 3D packages out there and one is Cinema 4D and
that is what’s explained here. N. B. You will need Cinema 4D Body Paint to do
UV unwrapping with your models.
Within Cinema, you can see the same object that existed in Photoshop CC
above. N.B. This is a very simple tutorial and not the only way to perform the
unwrapping.
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When you unwrap, you will want to think about how the textures will be laid on
the final object.
The first thing inside Cinema is to make the object editable, clicking the ‘Make
Editable’ button in cinema to do this (marked in red below)
N.B. Make Editable essentially converts the object from parametric (you can
still change parameters) to polygons. This is typically done when want to edit
the points/polygons by hand, edit the UVW map, etc.
The next step is to define the points that will be used to refer the object on the
UVW map. For the cube, move the Cinema view port into top mode.
Each window has a window selector in the top right (as shown in red below).
When on the perspective mode as in above, clicking this button (marked in red
below), will take you into multi view mode, then clicking on the same button on
the required view will show it in full screen.
Move Cinema into the Points view (by clicking on the points mode (marked in
red).
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Texturing Artist : Class – X
On the top view, hold the SHIFT key down and click on each corner of the square.
N.B. Points refer to Vertices. Vertices/Points are the collections that hold the
polygons/edges of the model together.
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Edit.
When inside the BP UV Edit, you can select ‘UV Mesh / Show UV Mesh’, and in
this case, the lines shown in the yellow box below, will be the same as what
Photoshop is showing.
Move Cinema into the top view, as we are now going to specify on the UV
where the selected points are. To start specifying the UV, click the UV property
(marked in red), then move the viewport into UV mode (marked in yellow). As
long as a UV property exists the area marked in purple will become active).
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Texturing Artist : Class – X
There are many variataions to the next step, but for this we are specifying the
points, so just click the Projection / Frontal. This will take the points and repre-
sent them on the UV (show below).
Move cinema into perspective view and click the Relax UV tab.
Make sure the ‘Pin Point selection’ is turned on (but the use tag is turned off), as
we will use the active selection, not a saved selection. And make sure that ‘Cut
Selected Edges’ is turned on (but the use tag is turned off), for the same rea-
son as just mentioned. Also, make sure that LSCM is selected, as well as having
Auto re-align turned on.
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Hopefully the 2D UV will be shown on the right hand side, which will have col-
lapse all six surfaces
Save the Object and export as either Collada 1.4 or OBJ from Cinema 4D, then
open into Photoshop CC. Now painting on the 3D model or on the 2D UV map
by using the standard Photoshop CC brush tool, should be much easier and
each side can be painted independently.
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Texturing Artist : Class – X
With bump maps, depressions and elevations look real because they don’t al-
ter the geometry of the surface the way Displacement maps do. Bump maps
just change the direction of the surface’s normals based on the bump map’s
Alpha Gain value.
Use bump maps to create very shallow reliefs. For example, you can make ob-
jects look like they are embossed, have shallow rolling hills, and so on.
Tip:
• Although scratches are like little depressions, you can more easily
achieve them with 2D textures.
A high pass layer works in the same way an unsharp mask works on film: the
high pass layer creates slightly blurry halos around edges in the original im-
age, thus increasing the contrast at edges. The difference between high pass
sharpening and most other methods of sharpening is that high pass sharp-
ening does not actually adjust or change any pixels in your original image.
Also, because high pass exists as a separate layer, you can adjust the layer’s
Opacity and Blending Modes to control the strength of sharpening over the
entire image. You can then use masks to control where sharpening is applied
within the image and to make localized changes in the strength of sharpening.
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Another advantage to sharpening with a high pass layer is you can save the
layer with the Photoshop file and go back later and change the settings and
areas where sharpening has been applied. This is a huge advantage when
working with an image that you might finish for web viewing and printing, or
printing on different papers.
let the edges of the eyes in the centre mask become too sharp, the mask will
look painful to wear. Overall, I’ll need to prevent the colours from clumping and
the details from breaking down as a result of too much sharpening.
If your work is all on one layer, then just duplicate that layer (Command-J/
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Texturing Artist : Class – X
Control-J). If, however, you’ve been working on a few layers, then merge the
layers together into a new layer. In Photoshop, this is called Stamp New Layer.
To Stamp New Layer, check that all layers you want included in your final
image are visible (turned on). Click on (select) your topmost layer and then
stretch your fingers to use Command-AltShift-E/Control-Alt-Shift-E to acti-
vate the Stamp Visible command and make that stamp a new layer. (There is
no menu item for this command.)
You now have a flattened version of your final image while preserving all of
your independent layers. In addition to allowing you to sharpen without mak-
ing changes to your image, creating this layer allows you to still access your
original layers to make further changes, should you wish. To keep your work
organized, rename your new merged layer “High Pass Sharpening.”
Step 3:Desaturate the High Pass Layer
A disadvantage to sharpening with a high pass layer is the potential for in-
creasing or adding noise to a photo. With other sharpening tools such as Un-
sharp Mask, you can control noise problems with adjustments to the different
values set in the tool. With the high pass option, you control noise by doing
three things:
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Unit 3: Texturing in Photoshop and Autodesk MAYA
This will bring up a dialogue box with a Radius slider. You want to increase the
Radius slider (increase the number of pixels affected) until the details in the
image just begin to pop. You’ll find you need more Radius when you’re work-
ing with high resolution images. Don’t be surprised if you need around 10 to 20
pixels or more. Select OK.
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Texturing Artist : Class – X
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top image has not been sharpened enough; the details appear to be behind a
veil. The middle image has been sharpened too much; large patches of colour
on the centre mask - which are not edges - are popping. The bottom image
has been sharpened correctly for the area that needs the most sharpening
(the back left of the image). In that area, the details are just beginning to pop
through the layer of grey.
okay; starting with 100%, adjust the Layer Opacity down to get the amount of
sharpening you need. Aim for an opacity that gives you the right amount of
sharpening in the area of your image that needs the most sharpening.
Depending upon how much sharpening you’re going to need, you have three
options:
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Texturing Artist : Class – X
• If you need sharpening in many places, add a white layer mask (Reveal
All or click on the Layer Mask icon a the bottom of the Layers window),
then paint out what you don’t need with a black brush.
• If you need sharpening in just a few places, add a black layer mask (Hide
All or Alt-click if you’re adding a mask with the Layer Mask icon) and
paint in what you need with a white brush.
• If you will both add and take away sharpening, add a white layer mask
(Reveal All or click on the Layer Mask icon a the bottom of the Layers
window), then fill the mask with 50% grey. (Set the Foreground colour to
50% grey and with the layer mask active, use Alt Delete to fill the mask.)
Paint in what you do need with a white brush and paint out what you
don’t need with a black brush.
To begin adding or removing sharpening, ensure your colours are set to the
default Foreground and Background (D). Use a very soft brush (0% Hardness)
at a medium or larger size. Paint in or out sharpening as you need. Change the
Opacity of your brush to control how much sharpening you paint in or out.
Turn on and off visibility of the high pass layer while you work in order to check
the changes you’ve made. It’s better to not apply quite enough sharpening
than to over sharpen an image. Avoid creating edges that become unnatural-
ly razor sharp or causing colours to clump. The dreaded sharpening halos are
not as obvious with high pass sharpening as they are with other sharpening
tools, so you may not see them before you notice the other two changes.
I chose to fill my mask with 50% grey and then both paint in and out sharpening
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If you discover after you’ve sharpened that you need to make other changes
in your image, you can still work on the adjustment layers beneath without
having to redo the sharpening. You will only have to redo the sharpening layer
if you change the actual content of your image by, for example, cloning.
Once I finished sharpening my image, I concluded that my image was slightly
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Specular highlights depend directly on the view (camera), not the position of
the light, like diffuse shading does.
The size of a specular highlight on a surface makes the surface look either flat
or shiny.
Note: Only materials with specular attributes ( Anisotropic, Blinn, Phong , and
PhongE) have surface highlights. The specular highlight is the white shiny glow
on the material.
Tip:
The Blinn material is recommended for shiny surfaces in animations. High-
lights on other specular materials, like Phong and PhongE, may flicker when
animated.
Specular Color
The color of shiny highlights on the surface. A black Specular Color produces
no surface highlights. The default color value is 0.5.
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Tip: For glossy plastic surfaces, use a whitish Specular Color. For metallic sur-
faces, use a Specular Color similar to the surface color.
Reflectivity
Gives the surface the ability to reflect its surroundings or the Reflected Color
(similar to Specular Roll Off). The valid range is 0 to infinity. The slider range is
0 (no reflections) to 1 (clear reflections). The default value is 0.5.
Reflectivity values for common surface materials are car paint (0.4), glass
(0.7), mirror (1), chrome (1).
Note:
• For the Anisotropic material, you must turn off Anisotropic Reflectivity to
change this value.
• Real reflections are only calculated during raytracing.
• If you are doing raytracing and you want other objects in the scene to be
seen in reflections, then for those objects you must ensure the Visible
In Reflectionsattribute is turned on in the Render Stats section of the
Attribute Editor. (It is on by default.)
Reflected Color
Represents the color of light reflected from the material. When raytracing,
Maya multiplies the color with the light color reflected mirror-like from the sur-
face. This can be used to tint a reflection.
If you are not raytracing, you can map an image, texture, or environment map
to the Reflected Color attribute to create fake reflections, which is faster and
uses less memory than raytracing. This is called reflection mapping.
Specular
Weight
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0 0.5 1 (default)
Color
The color the specular reflection will be modulated with. Use this color to ‘tint’
the specular highlight. You should only use colored specular for certain metals,
whereas non-metallic surfaces usually have a monochromatic specular color.
Non-metallic surfaces normally do not have a colored specular.
Roughness
Controls the glossiness of the specular reflections. The lower the value, the
sharper the reflection. In the limit, a value of 0 will give you a perfectly sharp
mirror reflection, while 1.0 will create reflections that are close to a diffuse re-
flection. You should connect a map here to get variation in the specular high-
light.
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commence to diverge when reflected from rougher surfaces when each ray
hits a part of the surface with a different orientation. In summary, the rough-
er the surface becomes, the more the reflected light will diverge or appear
‘blurred.’
‘Microsurface’ detail represented as a general measure of roughness (this surface would have a
The brightness of the Specular highlight is automatically linked to its size due
to the Standard Surface Surface shader’s energy conserving nature. In the ex-
ample below, all of the materials are reflecting the same amount of light, but
the rougher surface is spreading it out in multiple directions. However, with low
amounts of roughness, the surface is reflecting a more concentrated amount
of light.
0 0.5 1
Fingerprint texture -> Specular Roughness
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The specular roughness affects both specular reflection and refraction. There
is also a Transmission Extra Roughness parameter to add some additional
roughness for refraction if required. You can, however, use Coat to create a
rough reflection layer over a sharp refraction.
0 0.5 1
IOR
The IOR parameter (Index of Refraction) defines the material’s Fresnel reflec-
tivity and is by default the angular function used. Effectively the IOR will define
the balance between reflections on surfaces facing the viewer and on surface
edges. You can see the reflection intensity remains unchanged, but the reflec-
tion intensity on the front side changes a lot.
Using a very high IOR value can look quite similar to Metalness. It looks the
same if you set the Base Color to the Specular Color and the Specular Color to
black. The difference is that you get an extra reflection at the edges, with the
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Specular Color controlling the edge tint. The metal fresnel works the same as
in the new complex IOR shader, with the artistic parameters.
You should normally use IOR for materials like plastic, glass, or skin (dielectric
fresnel) and Metalness for metals (conductive fresnel with Complex IOR). The
other reason is that Metalness is easier to texture since it’s in the 0..1 range, and
using textures from applications like Substance painter works best when using
Metalness rather than IOR.
The default value of 1.0 is the refractive index of a vacuum, i.e., an object with
IOR of 1.0 in empty space will not refract any rays. In simple terms, 1.0 means ‘no
refraction’. The Standard
Surface shader assumes that any geometry has outward facing normals, that
objects are embedded in the air (IOR 1.0) and that there are no overlapping
surfaces.
1 1.5 (default)
Normals
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Normals pointing outward (correct). Windscreen model (single sided). Air bubbles in glass: Normals should
Rollover image to view normals Rollover image to view normals point inward. Rollover image to view
pointing inward (incorrect). pointing inward (incorrect). normals pointing outward (incorrect).
If you see any black where there should be refraction, you may not have a
high enough Transmission Ray Depth value (found in the Ray Depth section
in the render settings). The default value is eight, which is sufficient for most
cases.
Anisotropy
Anisotropy reflects and transmits light with a directional bias and causes ma-
terials to appear rougher or glossier in certain directions. The default value for
Anisotropy is 0, which means ‘isotropic.’ As you move the control towards 1.0,
the surface is made more anisotropic in the U axis.
Anisotropy is suitable for materials that have a clear brush direction such as
brushed metal which has tiny grooves in which form a ‘stretched’ anisotropic
reflection.
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Many small discs form together to create an effect which is the anisotropic highlight
Anisotropic reflections are suitable for brushed metal effects such as in the
example below:
You may notice faceting appear in highlights when using Anisotropy. It is pos-
sible to remove the faceted appearance by enabling smooth subdivision tan-
gents (via Arnold subdiv_smooth_derivs parameter). Take into account this
requires a subdivision iteration of at least one in the polymesh to work.
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Rotation
The rotation value changes the orientation of the anisotropic reflectance in
UV space. At 0.0, there is no rotation, while at 1.0 the effect is rotated by 180
degrees. For a surface with brushed metal, this controls the angle at which the
material was brushed. For metallic surfaces, the anisotropic highlight should
stretch out in a direction perpendicular to the brushing direction.
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Export the UV map to Adobe Phtoshop and paint the Texture on UV map
While some programmes like Marvelous Designer can create the UVs, and
quite clearly show them to us, there’s no easy way to export them as a flat file
– akin to the one you see on the right here.
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Notice the Diffuse Texture Map underneath the thumbnail. Mine is called c_
broadcloth_maroon because that’s the texture file my OBJ references. De-
pending on your OBJ, there may be other maps applied here as well.
Double-click the diffuse texture anywhere right to the little eye icon (eyecon…
har har har) and a new document PSB document opens, showing you the flat
texture. This allows for easy changes. Right now all we see here is a Background
Layer, with no indication of how the object is unwrapped.
In the Properties Palette, under 3D Paint, find a checkbox that reads UV Over-
lays. When ticked, Photoshop will display the UV Map on top of the current im-
age. How cool is that?
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While this is a great help for painting textures, the overlay is presented much
like a guideline or a ruler – it’s not exportable as such. We’ll see how to do that
next.
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Selecting this will create a new layer with the same UV Map as we’ve just seen.
This is your UV Texture Template.
If you find that the current map isn’t big enough, simply resize the image to
your liking and create the UV Overlay layer again to match your new texture
size.
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4. DEMONSTRATE KNOWLEDGE OF
CREATING SEAMLESS TEXTURES
To apply a texture to an object, you map the texture to an attribute on the ob-
ject’s material. The attribute to which the texture is connected determines how
the texture is used and how it affects the final results.
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 at-
tribute, you have applied a transparency map; the checkered pattern deter-
mines 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.
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Type
When you change a material’s type, only those attributes common to both
types retain their previous values or settings. For example, if you change the
material type from Blinn (which has a Color attribute and a Specular Color
attribute) to Lambert (which has a Color attribute but no Specular Color attri-
bute), the Color setting is preserved, but the Specular Color setting is lost.
Color
• Apply a texture as a color map to the material’s color attribute. See Map
a texture to any of the material attributes for a visual demonstration,
and Map a 2D or 3D texture to a material for more information.
• Use a Ramp Shader for extra control over the way color changes with
light and view angle. You can simulate a variety of exotic materials and
tweak traditional shading in subtle ways.
Transparency
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You can work with the transparency of an object in the following ways:
Note: If the material has specular highlights the transparency setting do not
affect the highlights. So if you are trying to make an object disappear by ani-
mating the transparency attribute, you may also have to animate the specu-
lar highlight attributes.
Ambient Color
Set to black by default, which means it does not affect the material’s Color. As
the Ambient Color becomes lighter, it affects the material’s Color by lightening
it and blending the two colors. If there are ambient lights in the scene, the color
and brightness of those lights is used to control how much the ambient color
contributes to the final color of the material.
Incandescence
The color and brightness of light that a material appears to be emitting. (In-
candescent objects do not illuminate other objects.) For example, to simulate
lava, use a bright red Incandescence. The default color value is 0 (black).
Tip:
• Although incandescence makes a surface appear to glow, it does not
actually act as a source of light in the scene.
• Use a little Incandescence for vegetation to make it look organic.
Bump Mapping
Makes the surface appear rough or bumpy by altering surface normals (during
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rendering) according to the intensity of the pixels in the bump map texture. A
bump map does not actually alter the surface. A silhouette of the surface ap-
pears smooth.
For more information about bump mapping, see About surface relief.
Diffuse
Gives the material the ability to reflect light in all directions. The Diffuse value
acts like a scaling factor applied to the Color setting—the higher the Diffuse
value, the closer the actual surface color is to the Color setting. The valid range
is 0 to infinity. The slider range is 0 (no light is reflected in all directions) to 1, but
you can type in a higher value. The default color value is 0.8.
Translucence
Gives the material the ability to transmit and diffuse light. Light falling on a
translucent surface is first absorbed beneath the surface, and then diffused in
all directions. If set to 0, the default, no light shows through the object. If set to
1, all the light shows through. The default value is 0.
Tip:
Use Translucence to simulate clouds, fur, hair, marble, jade, wax, paper, leaves,
flower petals, or frosted light bulbs.
Note:
• The Translucence value of a surface lit by a non-shadow-casting light is
zero or infinite (all non-zero values).
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Translucence Depth
Simulates the way light diffusely penetrates through translucent objects. For
example, when light shines on one side of the object, the other side is partially
illuminated. This can be used for effects such as clouds, fur, hair, marble, jade,
wax, paper, leaves, and so on. (To see this effect, turn on raytraced shadows for
the light shining on the object.)
Tip:
To see the effects of translucence depth, set the transparency to a non-zero
value. If the surface is supposed to be opaque, set the transparency to a very
small value, such as 0.0001.
Translucence Focus
The Translucence Focus value controls how much translucent light is scat-
Note:
When a spotlight is used to light an object with a translucent material, the light
does not scatter past the light’s cone of influence, even if Translucence Focus
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is lowered.
Use a mid-range focus value for items such as leaves. The leaves glow when
backlit, but do not wash out when lit from the front.
Use a low focus value for thicker objects, such as wax. To compensate for the
added light and avoid a washed out result, lower the diffuse value, or lower the
overall color (which also affects ambient lighting).
Tip:
Lower the color value for very shiny objects that have a bright specular com-
ponent.
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.
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
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Note:
To create true (photorealistic) reflections, you must raytrace the scene, a pro-
cess which can take a significant amount of time. For more information about
raytracing, see Depth map and raytraced shadows.
You must have at least two surfaces to create true reflections (or a surface
that somehow curves around so one part of its surface can reflect onto anoth-
er part of its surface).
You can control which surfaces appear in reflections and which don’t by turn-
ing Visible in Reflections on or off in each surface’s Attribute Editor. (Visible in
Reflections is on by default when you create new surfaces.)
1. Create a sphere and a plane, and position the sphere over the plane.
Create a light to illuminate both surfaces.
3. Create a second material and assign it to the plane. The plane reflects
the sphere.
4. Make each surface a different color so you can see the reflection of one
in the other.
To learn more about the Render Settings, see Render Settings window.
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6. Perform a test render to visualize the results. If you want the sphere to
reflect the plane, open the plane’s Attribute Editor and turn on Render
Stats > Visible in 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 sur-
face.
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.
Displacement maps are grayscale textures you map to objects to create true
surface relief (elevations and depressions) on an otherwise flat object.
With Displacement maps, depressions and elevations become part of the ge-
ometry of the object, changing the topology, unlike Bump maps that only cre-
ate the illusion of surface relief.
Note:
• Because displacement changes the geometry of an object,
displacement mapped objects usually require further tessellation (more
triangles, which the renderer uses to approximate the smoothness of
the surface). By default, Maya uses Feature-based displacement
mapping to automatically add more triangles where required.
• File textures that are used for displacement mapping are usually
connected via their outAlpha attribute. If the corresponding texture
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image file does not provide an alpha channel, then the displacement
effect may be missing when using certain image formats. To avoid this,
turn on the Alpha is Luminance attribute in the Color Balancesection of
the File Texture node. For more information, see File.
Displacement maps move an object’s vertices. By default, the height of the dis-
placement is determined by the Alpha Gain value in the displacement map’s
Attribute Editor. If you turn on Alpha is Luminance, the height result is based on
the intensity of the pixels instead.
Use displacement maps to create shallow or deep surface relief. For example,
you can create embossing, mountain peaks and valleys, spikes, and so on.
• take more time to render than bump maps, which create the illusion of
surface relief
Note:
You can connect a texture as a displacement map by connecting it to the
Displacement mat attribute in the material’s shading group. See Connect a
texture as a displacement map for more information.
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References
Autodesk.
https://download.autodesk.com/global/docs/maya2013/en_us/index.htm-
l?url=files/Asts_Convert_a_t exture_or_shading_network_to_a_File_Tex-
ture.htm,topicNumber=d30e542666
Anonymous, 2015. Working and delivery file formats. https://www.dpbestflow.
org/fileformat/working-and-delivery-file-formats
Caplin, S. 2019. How to Create Seamless Textures in Photoshop. Retrieved from
https://creativepro.com/creating-seamless-textures-in-photoshop/
Szymański, M. 2018. Creating specular maps on Photoshop. Retrieved from
http://www.impossible3ds.com/en/creating_specular_map_ps/
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