From the course: Maya and After Effects: Product Visualization
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Mapping with a file texture
From the course: Maya and After Effects: Product Visualization
Mapping with a file texture
- [Instructor] With the UVs projected onto the surface of the robot arm, now we're ready to construct a material with a bitmap file texture which is a logo. Let's open up the Hypershade window, and we've got some nodes here that we created in previous movies, I'll just rearrange the graph, and that'll zoom in on all those nodes. I'll just push them off to the side with alt and middle mouse button, just push 'em down. And let's create a new RL standard surface material, and do that with the tab key, press tab and type in AIST, and then click on aiStandardSurface, and just as before, we need to rename these with that standard surface material selected. Let's rename it to decal_aistsf, and press enter. And then let's copy that with ctrl + C, go over to the shading group node, and as before, paste that in, add an underscore and preserve the capital S and capital G, press enter. Then reselect that decal_aiStsSf material, and we…
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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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