Depending on the surface used, the same paints will come out as different colors.Ĭolor is relative.
It's like painting on different sheets of colored paper. Therefore, the light we use in our scenes can drastically affect the way our surfaces look, since it alters our starting point. In other words, what we see is a combination of the properties of light and the properties of the surface. And finally, it reflects back into our eyes. Then it is hitting an object and changing its properties based on what it hit. Think of it this way: When you look at an object, three things are
Although texturing and lighting seem like two different things, they are actually intertwined. The first part of texturing is actually lighting. This lecture will focus on the texturing tools in Maya, renderable attributes in Maya, and using basic image maps to control those attributes. The attributes and what it is connected to change it from a flat image into 3D goop. This slimy looking stuff is just a simple noise image applied to a flat plane. Usually when exporting to a real time engine you are creating a set of images and then linking up those images to the appropriate channels in the engine specific shader. As game engines become more complex, they support more features, with modern engines capable of supporting even advanced techniques and elaborate custom shaders.
#MAYA 3D TEXTURES SOFTWARE#
Nevertheless, if you are exporting to another software package or game engine, you are generally limited to the kind of data that is transferable or supportable. If you use Arnold, a more advanced renderer that comes with Maya, even more advanced features are available such as sub surface scattering and global illumination. When using Maya's simplest renderer the Software renderer, you can add color, add shine, add transparency, and more, to your heart's content. It is important to note that depending on what your end goal is, you may not be able to use to all the possible customizations we will discuss in this lecture. Something that is rendered in Maya is going to use very different techniques from something being exported to a game. When approaching a texturing job, the first thing to think of is what your final output will be. Image maps can be controlled by a range of attributes: color, transparency, specularity, bump, reflectivity, and diffuseness.