Texturing and baking - week 8

 Texturing and Baking 

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 objects as texture maps. Materials define the basic substance of an object, and textures add detail.

Baking is the common term for saving shading/lighting on objects in a scene.Many different aspects of lighting can be baked, and the result can be output to texture maps, colors per vertices, or point clouds

We are going to explain that definitions through practical projects.

Headphones:

Open the headphones file in Maya

Prepping the headphones for export, by smoothing any sharp edges (as the file was already smoothed so no action took place)


Opened the UV editor to see minor details about smoothing and sub-divisions

Colour IDs

Given the colour ID's through assigning the new materials in lamberth

Baking

Export the file to the Substance painter to start baking the headphones/object and adjusting the values till achieving the results we are looking for
World Space normal
ID
Ambient occlusion
Adjusting the values in ambient occlusion to have the best outcomes
Curvature


Adjusting the values in curvatures
Position


Thickness

Creating Masks


Base Layer Texturing

I've created the fabric material in cups, we can keep playing with textures in headphones till we get the texture what we are looking for.

Project 2

Specular Maps and Specularity Explained

Make 3 rectangles in Maya while supposing them as a table tops and apply texture on each, starting with assigning blinn material to them and giving each blinn the name so it'll be easy to explain them, i.e standardblinn, specblinn and specmapblinn respectively.

Specularity means how light reflects off a surface, example if you shine a flashlight on porcelain object will be different if you flash a light on fabric.

We assigned the same wood material for all 3 rectangles, if we rotate the viewport we can see how light is reflecting on these pieces of wood

For the middle Plank, change or play with the options of specular shading.


For the 3rd file, we are going to do a specular map, a specular map is an external 2D file, we downloaded a file from google, in the specular shading tab, choose our file downloaded from google and applied it, you can see a shading on our 3rd plank
we can see the difference of reflection of light in all 3 planks.

Self-Critique

 -Need more time to get idea of each function in substance painter for having a more better understanding of the software.

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