一篇老外的Maya材质教程---作旧金属

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内容摘要:一篇老外的Maya材质教程---作旧金属

  效果图

  一篇老外的Maya材质教程---作旧金属

  This is a part of the SpaceCity scene. Here we used a "3D Total Texture " without altering in Photoshop. This part of the scene is completely modeled using Nurbs.

  一篇老外的Maya材质教程---作旧金属

  贴图

  一篇老外的Maya材质教程---作旧金属

  I used a "2D placement node" for the tube so that the texture conforms to the shape of the tube.

  The same map was used for color and bump.

  一篇老外的Maya材质教程---作旧金属

  This is what I have so far a simple looking metal shader, next we work on the highlight.

  一篇老外的Maya材质教程---作旧金属

  材质属性

  一篇老外的Maya材质教程---作旧金属

  Next I map the "Specular Color". We make a duplicate of the file texture "With Connections to Network". This way I only need one texture placement node. Then I connect the duplicate with the Specular Color of the shader.

  一篇老外的Maya材质教程---作旧金属

  Now the highlight looks a little more interesting.

  Next I will try some variations on the Specular color by connecting a Ramp to the "Color Remap" of the "Specular Color" file.

  一篇老外的Maya材质教程---作旧金属

  In the file of the "Specular Color" under Effects click the "Insert" button next to "Color Remap".

  一篇老外的Maya材质教程---作旧金属

  This is my final network for the tube shader, all that's left is editing the "Ramp" to get the disired look.

  With the help of the IPR it's easy to check out different settings. Now open the "Remap Ramp" and experiment. Below are some Testrenders with their appropriate "Ramps".

  一篇老外的Maya材质教程---作旧金属

  通过调整ramp以后所得到的不同效果

  一篇老外的Maya材质教程---作旧金属

  继续调整ramp

  一篇老外的Maya材质教程---作旧金属

  一篇老外的Maya材质教程---作旧金属

  OK,到这里就结束了,方法很简单但是效果很好。

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