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Hypershade and Textures in Alias Maya

Pairing Maya with Photoshop for quick texture editing By Lee Fraser
New to Maya and trying to work out how to integrate into your traditional workflow? I've designed this tutorial to give new Maya users a chance to use common tools and features like hypershade and textures so they can become accustomed to how to move around with Maya. This tutorial is especially good for print and Web artists who are responsible for enhancing photos or pulling together ads with no photography to use. The experience of creating frosting with a photographic quality in this tutorial can be applied to hundreds of everyday design projects.

This tutorial takes a look at how to edit Maya's procedural textures inside Adobe Photoshop using Convert to file texture. We'll also use a couple of scripts that allow us to work in Photoshop and see our textures update inside Maya. We'll also look at using textures to drive some often overlooked areas in Maya. Make sure to go through the setup outlined in the READ ME file for installing the scripts and Photoshop scripting plugin. This will allow you to use the Maya/Photoshop interaction.

1. Open the simple donut scene provided inside Maya (File > Open).

This is a simple scene with a NURBS torus we'll use for our donut. Feel free to make your own.

We are going to start off with a simple procedural texture that will give us a basis for frosting on top of the donut. There is already a blinn assigned to the geometry so we can go straight to assigning the texture. Split your screen up so the hypershade is the top panel with the persp camera as the lower panel. If you haven't used marking menus or the hypershade before, they are a great way of organizing your screen space.

2. Hold down the spacebar until the hotbox appears. With your left mouse button click above the hypershade till the marking menus appear. Drag to the right and highlight the hypershade/persp box.

You should now have your shaders available inside the hypershade. This is where we will assign and edit our shader for the donut. We'll go ahead and assign a snow 3D procedural texture to the color of the blinn shader.

3. Double click on the blinn shader swatch in the hypershade. This will bring up the attribute editor.

The checker board button to the right of most of the channels inside the attribute editor indicates that this channel can be mapped with a texture, keyframed, or connected in some way. This is where we'll map the snow texture.

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Related Keywords:Alias Maya, hypershade


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