Modelling and Texturing. Mastering Maya skills.
Maya is a powerful tool with many possibilities and features allowing to create 3d models, animations and whole scenes. Even though, we have been working with this software for several months now, it still feels quite unexplored to me. We were briefly introduced to the most important tools and steps in order to build a scene.
Modelling and then look development – which includes texturing, working with various materials as well as shaders – were components we have spent the first weeks of the course on. We were taught how to model a 3D object first. Presented in one of my previous posts toy train was the first asset we have created using various options, such as “extrude” or “smooth”. We have learnt how to add basic shapes together in order to build more complicated models. Modelling is a time-consuming process, especially for beginners like me. Researching reference images for the objects we want to create makes this step easier; it also allows to create realistically looking assets.
Thinking off the assignment for the Virtual Principles unit, which Maya is the tool we use for, I spent some time on modelling basic shapes and then a bit more complicated elements. There are so many options! The potential of Maya is huge, but it can be overwhelming at the same time, and frustrating, too. Luckily, I have on hand pre-recorded lectures, online videos, as well as resources available on the Autodesk official website. A great example of the critical knowledge about Maya software is to know how to enable the “undo” option. Such a basic feature, which lack causes a lot of trouble! I managed to find on the internet an instruction saying how to turn this option on (Windows-Settings/Preferences-Preferences-Undo-On).
Playing around with modelling tools was very engaging and satisfying. The next step, after the model is ready, is to work on its look development. That is even more time-consuming process. We need to create a UV map of the object and then lay it out (like if we were cutting an object along the lines so we could place it flat on a surface). It sounds easier than it is done. When it comes to basic shapes, such as cubes or triangles, it doesn’t cause too much trouble. However, more complicated shapes require a lot more work, time and the idea how to cute and unfold them. Switching the Maya’s workspace to UV Editing might be useful during this process. It will however still require a lot of practice and corrections to make it right.
After we have created an appropriate UV layout, we need to make a screen shot of it and save it in the right folder in the right format. I use JPEG, which I then export to the Pixlr, a free online photo editor. It is important to reset the settings every time before we apply options to our assets, so we don’t override or destroy other assets or settings. Photoshop is an industry standard tool which is used, amongst other options, to add textures to UV maps, which are next sent back to Maya. I don’t have the access to this tool now, so I use the mentioned free tool, that easily handles texturing. As all photo editors, it works on layers that can be separately edited, merged and manipulated to achieve the desire effect.
A photo of the UV map is our base layer. Another layer with the texture we want to use for the object, has to be applied on top of it. I made a lollipop and wanted it to be red. I looked for the right texture online and then added it to Pixlr. The idea is to use various textures to create an interesting look of the model. Ready image needs to be exported to Maya and saved in the correct folder, to be next added to the asset via assigning a new material to it (Assign New Material – Arnold – Shader – Ai Standard Surface – Color – Checked icon – Folder – The Image We Want To Apply (which is the textured UV map from the photo editor)). If all the steps are done correctly, we can see our textured model. A close look up will uncover all the imperfections. Further work with UV mapping or texture corrections it is often required. That is another lengthy process, that leads to the right looking models we want to use in our projects.
I was playing around with the above tools and following these steps to make assets for my holiday destination project. As I had decided to create a place inspired by the “Charlie And The Chocolate Factory” movie, I started with creating several giant lollipops as edible elements of the landscape.