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Maya材質(zhì)教程

maya破舊金屬材質(zhì)

編輯:暴雪國(guó)際來(lái)源:暴雪國(guó)際教育發(fā)布時(shí)間:2011-11-22

maya舊金屬材質(zhì)教程



這是一篇使用maya做舊金屬的教程,由于比較簡(jiǎn)單而且圖片比較豐富,這里就不作翻譯了,如果有什么地方?jīng)]看懂的,請(qǐng)跟帖留言..

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效果圖:  



01This is a part of the SpaceCity scene. Here we used a "3D Total Texture " without altering in Photoshop. This part of the scene is completely modeled using Nurbs.
 
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02貼圖
 
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03I used a "2D placement node" for the tube so that the texture conforms to the shape of the tube.
The same map was used for color and bump.
 
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04This is what I have so far a simple looking metal shader, next we work on the highlight.
 
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05材質(zhì)屬性
 
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06Next I map the "Specular Color". We make a duplicate of the file texture "With Connections to Network". This way I only need one texture placement node. Then I connect the duplicate with the Specular Color of the shader.
 
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07Now the highlight looks a little more interesting.
Next I will try some variations on the Specular color by connecting a Ramp to the "Color Remap" of the "Specular Color" file.
 
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08In the file of the "Specular Color" under Effects click the "Insert" button next to "Color Remap".
 
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09This is my final network for the tube shader, all that's left is editing the "Ramp" to get the disired look.
With the help of the IPR it's easy to check out different settings. Now open the "Remap Ramp" and experiment. Below are some Testrenders with their appropriate "Ramps".

 
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10通過調(diào)整ramp以后所得到的不同效果
 
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11繼續(xù)調(diào)整ramp

 

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