Common shaders - Maya tutorial
This week's Maya tutorial online was to complete the common shaders on this cute little robot!
This was what a basic lambert shader looked like on him. Doesn't he look sad!
This is the ceramic version. This is a brown Lambert.
The next one was plastic. This is created using a Blinn and then changing the eccentricity, specular roll off and reflectivity.
We then created a silver texture for him. This is also a Blinn, but with a higher reflectivity. The actual colour of the texture is black, its the reflectivity that gives it its silver colour.
This is the gold version for him; again a Blinn but this time the base colour was very dark brown with a yellow highlight.
And the same method again for chrome, just this time with a blueish colour scheme.
This is the glass version. This one is a little more complicated as you have to put the colour to black, turn up the opacity to max, allow refraction and then put in the right refraction index for glass.
This is the Glow with the object effect. This is done with a Lambert and the help of the special effects box. Glow on this one was 0.1
This is the Glow without the object. This creates the really cool ghostly effect. This was done in the same way as above, but turning the opacity up to max and taking away the background with a Glow of 0.4.
I found it so interesting creating all these different textures and seeing how they're made. It makes it a bit more understandable too when its on an actual model rather than a sphere.
More Maya coming soon!
This was what a basic lambert shader looked like on him. Doesn't he look sad!
This is the ceramic version. This is a brown Lambert.
We then created a silver texture for him. This is also a Blinn, but with a higher reflectivity. The actual colour of the texture is black, its the reflectivity that gives it its silver colour.
This is the gold version for him; again a Blinn but this time the base colour was very dark brown with a yellow highlight.
And the same method again for chrome, just this time with a blueish colour scheme.
This is the glass version. This one is a little more complicated as you have to put the colour to black, turn up the opacity to max, allow refraction and then put in the right refraction index for glass.
This is the Glow with the object effect. This is done with a Lambert and the help of the special effects box. Glow on this one was 0.1
This is the Glow without the object. This creates the really cool ghostly effect. This was done in the same way as above, but turning the opacity up to max and taking away the background with a Glow of 0.4.
I found it so interesting creating all these different textures and seeing how they're made. It makes it a bit more understandable too when its on an actual model rather than a sphere.
More Maya coming soon!
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