From the course: Maya and After Effects: Product Visualization
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Projecting UV coordinates
From the course: Maya and After Effects: Product Visualization
Projecting UV coordinates
- [Instructor] The last major process I want to undergo in materials is to apply a decal onto the surface of the robot arm. I've got an image prepared of a logo and I want to slap that onto this surface here. To do that I'll need to project some UV coordinates. In preparation for that I'm just going to switch back to the Viewport 2.0 renderer in the perspective view, choose renderer, Viewport 2.0. Also, to make it much easier to apply the UVs, or mapping coordinates, I want to orient the surface so that it is orthogonal to one of the view ports. And I'll just want to sort of neutralize the rotation values on these various parts of the hierarchy. I'll select the axis one object, and set its rotate Y value to negative 90 degrees. Going up the hierarchy I want to select the next object which is axis two, set its rotate Z value to 180 degrees, and then I've got axis three which is this object here. I want to set its rotate Z…
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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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Designing metallic materials5m 54s
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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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