Hey guys, I started this way back at the blizzard comp.
Not as finished as I would like it to be, but I hope you can get something out of it.
I present my first tutorial ever!! The Soil Child Texture Tutorial!
nice tutorial, but uvmap of model not the best example how to make them(lots of wasted pixels)
anyway, tut was about texturing, and you did it nice.
thx
Does anyone know how to do the bake texture technique in Maya 8.5? I used to have a mental ray shader that worked in 6.5, but I can't get it to work now...
cool Josh, yeah it does seem like a big step from 8 to 9, I find that writing tuts is more draining than actually making the texture, and I find myself detailing every step until I get anxious to finish, then just slamming out the final texture and not bothering to breakdown what I had done in the final stages. Though, aside from a good base in traditional art knowledge, it's those final stages that make the difference between average work and great work.
That's a great tutorial. Very clean and easy to follow. And the results speak for themselves. Thank you for taking the time and effort to put that together for us.
Awesome tutorial - it's always nice to see someone else's workflow. You say that there are plenty of lightmap baking tutorials but after 30 minutes of googling I haven't come across anything interesting other than Unreal 2k3 level editor tuts. Can someone supply one for me, as I'm having a little trouble figuring everything out. Thanks!
Simplest way to bake a lightmap in maya:
1: setup your lights
2: apply a basic gray material, specular type if you want it.
3: open hypershade if not already open
4: select your mesh and the material (hold shift)
5: in Hypershade go to edit>Convert to File Texture(maya software)
6: set up your options for the conversion. Type in your texture res you want, as the highest default via the sliders is 512.
7: hit convert.
8: select the textures tab in hypershade, find the newly created texture, right click and hold on the texture, then select edit texture from the popup menu. Take it to photoshop from there.
GA is down a the moment while Fred noodles about with a new design. With some luck it should be back up some time between now and the end of the universe.
Replies
ROCK ON !
anyway, tut was about texturing, and you did it nice.
thx
Anyway, very cool to see you doing tuts!
Did you mean maximum though, not minimum? (since you are expanding)
Why dont you post the final texture?
Here's an ambient occlusion map tutorial for maya..
http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=17
-caseyjones
the concept and the texture look great but i have to harshly criticizes your uv mapping / texturepartitioning ( if that even is a word )
1: setup your lights
2: apply a basic gray material, specular type if you want it.
3: open hypershade if not already open
4: select your mesh and the material (hold shift)
5: in Hypershade go to edit>Convert to File Texture(maya software)
6: set up your options for the conversion. Type in your texture res you want, as the highest default via the sliders is 512.
7: hit convert.
8: select the textures tab in hypershade, find the newly created texture, right click and hold on the texture, then select edit texture from the popup menu. Take it to photoshop from there.
only things missin that i really want to see are steps 8.1 to 8.9.
XD
http://www.gameartisans.org/gamecon/tutorials/tut_2.htm