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09 Texturing Methods

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Basic Texturing Workflow in Maya

Textures are always connected to materials, never to the polygon mesh itself. To have a texture
on your mesh you first have to create a new material and connect it to your mesh. Next you create
a texture and connect it to your material. The tool you need for that in Maya is called the
Hypershade.

Using the Hypershade to Create and Edit Textures And Shaders


(Window -> Rendering Editors -> Hypershade)

To assign a Shader to a 3D object use drag and drop with middle mouse button

To assign a Texture to a Shader either use drag and drop with middle mouse button onto the desired
attribute in the right part of the window or use the input- and output- icons on the nodes in the node-editor in
the middle part of the window.
Texturing by Using Procedural Textures

Procedural textures are computer generated, mathematically calculated texture patterns as


checkerboard, noise or ramp-textures. Any texture that is not a file-texture, is a procedural one.

Eye-Texture created procedurally

Procedural textures are using software-internal algorithms and are not exchanable with other programs as
games engines. If you want to export a procedural texture, you first have to convert it to a file-texture:

1. Select the mesh and the texture you want to convert for this mesh.
2. In the hypershade click edit -> convert to file texture options
3. Set the options to your needs and click "convert"
Texturing by Painting on the 3D mesh
(rendering menu -> texturing -> 3D paint Tool option box)

You can also use a 3d tool to paint on your 3d surface directly instead of using pictures or procedural.
Most common tool today for this is substance painter. Maya offers the same workflow but is not as
powerfull as external tools. Never the less, the workflow to external tools in Maya is pretty similar. Here
is how it works with Maya:

Workflow:

First you have to create a uv-layout with no overlapping shells. Just use the automatic mapping, when
you want to use the 3D paint tool. with this, you dont have to care for seems and uv-placement and the
automatic mapping is fine (Polygon Menu -> Create UVs -> automatic mapping

Best is to assign a new shader before you go on. (e.g. Right click on your object -> assign favourite
material -> lambert)

Next you open the 3D Paint Tool (rendering menu -> texturing -> 3D paint Tool option box) and assign a
texture to your shader. use the file textures section of the tool's options for that

Go on and paint using the marked buttons from next page


choose
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you have to l1brary


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able texture brushes
to your se­ here (e.g.
lected obJect pastel­
press th1s or 01 l­
button and penc1ls)
choose a
resolut1on Brush
of the final color
texture-,mage
in the Background
apear,ng co or
menu; next
cl1ck ass1gn;
then you are
ready to
pa,nt cl1ck here
to fill
your tex­
ture w1th
the color
Be sure, that from the
the screen above
project1on color­
box 1s checke· p1ck1ng­
otherw1se box
your brush
will follow
the surface
structure
what may lead
to an odd result
Texturing by Painting on the UV-Layout in a 2D-program as Photoshop

For being able to paint your texture in any 2D-program or editing image-files to fit to your object, you
have to export your uv-layout as a reference to use it in the appropriate 2D-program:

1. Select your object


2. window -> uv texture editor -> polygons -> uv snapshot options -> set size, image format and
place to store the final image in the apearing dialog -> press ok
3. Open this image in Photoshop
4. Unlock the background Layer
5. Create a new Layer and sort it to be below the UV-Snapshot Layer
6. Select the UV-Snapshot-Layer and set the mode to "negatively multiply" (or something similar)
7. Now you can paint on the newly created layer and will still see the UV-lines on top of it

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