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Showing posts from August, 2017

creating a coin part three

Create a coin 3D model render Disconnect file from color Select arrow and hit delete button: Enlarge Image Enlarge Image Now if you render it with mental ray, it's will be something like this: Enlarge Image So what we need to do is create approximation for displacement Open Approximation editor: Enlarge Image Click create button: Enlarge Image Select coin and click assign button: Enlarge Image Now click edit button and adjust it: Enlarge Image Also open file node with our texture and decrease alpha gain: Enlarge Image Try to render, you can see there it's very low details: Enlarge Image So we need to add details to geometry, I made it's simply by extruding faces, and scale them down Also you will need to create new UV (just repeat steps as shown above): Enlarge Image Now try to render I also set alpha gain a little lower value, 0.03 Enlarge Image So finally tweak blinn as metal and make final ...

creating a coin part two

Select empty UV set: Enlarge Image Grab top central vertex: Enlarge Image Press Ctrl+F11 Enlarge Image Create new UVs: Enlarge Image Create new blinn material: Enlarge Image Connect to color our texture that we created: Click on checkers opposite to Color, and choose file node Enlarge Image Load texture: Enlarge Image Assign it to coin Enlarge Image Open UV editor and move UVs as on picture: Enlarge Image Select blinn1SG and drag file node to Displacement mat.:

Creating a coin in maya

Create a coin 3D model part 1 This tutorial will show you how to create very realistic coin using only maya 3d. Now we must create black and white map: Enlarge Image Crop it it's must like this: Enlarge Image Go to Maya and create polygon cylinder Set radius 5, height 0.4, division 100: Enlarge Image Select faces: Enlarge Image Make extrude: Enlarge Image Enlarge Image With edge loop tool select border edges: Enlarge Image Make bevel, offset 0.3, segment 6: Enlarge Image Set normal angle for 15: Enlarge Image Open UV editor:

BASIC / Transfer Attribute For Projection

BASIC / Transfer Attribute For Projection There is a saying: The more you know, the more you realize how little you know. Meaning, there are still plenty to learn and explore. However time is usually the issue. This has never been so true, especially in Computer Graphics field. So much to learn, so little time. TRANSFER ATTRIBUTE VERTEX POSITION Anyway, look at this Transfer Attributes command in Maya, for example. One would think this is for transferring UV or Color, but in fact it is also useful to Project One Mesh over another Mesh, when Vertex Position is enabled. BEFORE: In this case, I select the big sphere (surface to project into) and then the "Maya" text, finally apply "Transfer Attributes". Mesh-Transfer Attributes, with option below. But you can always change the setting of the Transfer Attributes node later. AFTER: The effect is LIVE too, and quite stable. This is probably similar to SOuP Ray Project node: http:...

TEXTURING / Substance for Mental Ray in Maya

TEXTURING / Substance for Mental Ray in Maya Just like Mental Ray render for Maya, you need to enable Substance inside Plug-In Manager. Once you enable Substance, you will have 2 extra nodes you can use inside Hypershade: Of course by itself the Substance node does nothing, you actually need to use the Substance archives node, it comes with Substance Bonus Tools as examples: Once you load the Substance archive, you can start using the "preset" procedural texture, it comes with parameters that you can adjust and animate: To create the Substance archive yourself, you actually need Substance Designer, another additional tool that will cost you. http://www.allegorithmic.com/products/substance-designer-4 SUBSTANCE FOR MENTAL RAY RENDER Maya Substance will work right away if you are rendering using Maya Software Render, but it will NOT render if you use Mental Ray. Surprised? No, because this is Maya and it always has that extra additional workflow ...