chrisholden.net

Tutorials

1: Modeling and Detail
2: UV and Texturing
3: Normal Mapping


 Basics of Maya

Shotgun Shell UVs



1. Rotate the shell 90 degrees. This will make Cylindrical mapping work in our favor.
Window > UV Texture Editor
 


2. Select model > Edit Polygons > Cylindrical Mapping
 


3. Move the new UVs off of the upper right square.
 


4. Select all the faces at the top and bottom of the shell
 


5. Edit Polygons > Texture > options box next to Planar Mapping.
 


6. Back to the model, deselect the bottom faces.

 

7. In UV Editor, right click on the selected faces, and pick UV mode and select the UVs. Then, move these uv's off the upper right square.
 


8. select and scale in these UVs from the inner top of the shell. They were the only faces that had no UV space.
 


9. Adjust the pieces so they fit snugly inside the box
 


10. Finally, scale it all into the upper right hand box. These will be your final UVs.
 


11. With model selected, in Hypershade > Edit > Create PSD Texture
Set the Image name, Size X/Y, check Include UV Snapshot, pick an attribute, and create.
 


12. Open that PSD file in Photoshop
 


13. I searched google for and found a couple of pics of paste on the texture. I adjusted the contrasts then sharpened the details. This is very basic photosourcing to save time in this tutorial. Save this file as a TGA file. Maya can also load PSD files if you want.
 


14. Back in Maya, Hypershade > Create > Materials > Lambert
click this box net to color.
 


15. Select File
 


16. click folder box right of Image Name and pick your shell texture.
 


17. Select the model, and right click on the material in Hypershade > Assign Material to Selection. This is our final product.
 



Part 3: Normal Mapping