From the course: Maya and After Effects: Product Visualization
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Designing metallic materials
From the course: Maya and After Effects: Product Visualization
Designing metallic materials
- [Instructor] Once again picking up from the previous movie, we've applied a chrome-like material onto this And effector here, we can see that because Arnold is running in the viewport. We also want to create some brushed metal or steel material for the motors and the bolts that are attaching the motors. Let's just make some space in the Hypershade window, click in the graph to select nothing, and then minimize all the nodes by clicking the button to hide attributes on selected nodes, and then we can click the button to rearrange the graph as well, and just push those down to the bottom with Alt + middle mouse button. Let's create a new Arnold Standard Surface material. Go to the create menu once again and choose Arnold Shader Surface, Ai Standard Surface, and we want to rename that so select it, and in the property editor, rename it steel aisdsf, press Enter, and we also want to rename the shading group, so select that name…
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Contents
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Image-based lighting with a Skydome map4m 8s
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(Locked)
Arnold settings for real-time rendering5m 38s
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(Locked)
Rendering on the GPU3m 49s
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(Locked)
Applying Arnold Standard Surface materials5m 51s
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(Locked)
Adjusting material parameters3m 7s
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(Locked)
Designing metallic materials5m 54s
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(Locked)
Assigning materials to shape nodes in a hierarchy4m 49s
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(Locked)
Art directing advanced material parameters4m 33s
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(Locked)
Projecting UV coordinates5m 45s
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(Locked)
Mapping with a file texture4m
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(Locked)
Layering materials with aiLayerShader7m 7s
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(Locked)
Assigning materials to faces4m 45s
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