Modify your render settings by choosing the icon in the top right hand side of your toolbar that is highlighted below.ġ5. This will move the camera upwards, facing down.ġ4. Change the second value (Y) of the Translate field to 37. Go to the Camera1 properties tab and enter -90 for the first (X) rotation value. Go to the Create menu and pick Cameras → Camera. Now we can set up the camera for rendering.
You can also apply a grout texture to the grout plane for use in the color map render.ġ3. The texture should span equally along all of the stones. Pick the option for Project from the Y axis and hit Project.
Go to the Create UV menu and pick Planar (Option box).
Now you will need to UV-map the stone mesh. You can leave the plane untextured for now.ġ2. To apply the texture, middle-click drag the material from the Hypershade onto your stones. Find the cobble_stone.tga and choose it.ġ1. A slot will open up for loading in a texture. To do this, open the Hypershade window under Window -> Rendering Editors -> Hypershade, click on Lambert, and in the materials properties, click on the checkered box next to color and pick File. It can be downloaded here: It will be added into the Hypershade as a new Lambert texture. Load the following sample stone texture into Maya. Now we will apply a stone texture to the stones. Click on your newly combined stone mesh and name it stones.ġ0. This will erase the previous history regarding each separate stone. Go to the Edit menu and pick Delete All By Type → History. Once you combine your mesh, now is a good time to delete history. Select all of the stones and pick Mesh -> Combine from the menus. At this point we will need to combine all of our rocks into a single mesh. Refer to the picture below if you are unsure of how this should look.ĩ. At this point, the plane will represent the grout or dirt between the stones. Lower all of the stones so that the plane cuts the stones evenly in half. Make sure to place rocks outside of the bounds, as the eventual goal of the project will be to make a repeating, tileable material. Rotate and scale the stones differently to give variation. Once you have a few unique stones, duplicate these to create a varied grid of stones that covers the entire length and width of the plane. Move the vertices of this new cobblestone to create a new unique stone. Once finished warping the cobblestone, duplicate it to make a second copy. From here, just select any vertex and use the W tool to move it in a direction.Ħ.
This will place you in vertex editing mode. You can do this by right clicking on the cube, and picking Vertex. Move the vertices of the low poly cube around in a random fashion to add variety and lessen the regularity of the shape. Move the un-smoothed box off to the side so you can see both the smoothed version and the angular version.ĥ. A smooth version of your box should be created but it will be placed inside the original box. This command allows the user to modify a low poly version of an object while simultaneously seeing the smoothed mesh side by side. Select the cube, go to the Proxy menu and pick Subdiv Proxy. Now we will warp this cobblestone into something more non-uniform. With the brick selected, go to the polycube1 tab and change the Subdivisions Width to 3, Subdivisions Height to 2, and Subdivisions Depth to 3.Ĥ. Now create a poly cube that is 4圆x3 units, in the shape of a brick. Use grid snapping as seen below to make the poly plane align perfectly to the grid lines. Create a poly plane and make it span from corner to corner of the grid, essentially making a 24x24 grid centered on the origin. Your grid should be set to the default settings, so there is a grid line every two units, making the grid 24 units x 24 units. These files will then be used to create other advanced maps, such as a specular map, ambient occlusion map, and displacement map for use in a next generation game engine.ġ.
It will include instructions on how to create the model and then obtain a color map and normal map from said model. This tutorial will guide you through the creation of a 3d mesh in Maya that will be used for a repeating material.