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Making of the Rider by Christopher Adajar, France


Yamaha R1 - Texturing

Texturing was another fun doing stuff...

Maya Mental ray nodes helped me a lot to create procedural shaders then it was applied to all the pieces that have a metallic behavior.

Few like mi_metallic_paint, mia_materials, dgs_materials, they were the materials used and manipulated a little bit like mapping out colors, specular, diffuse, flakes etc...

Also using one of the powerful features of Maya. When it comes on texturing, layered textures node had a big role for texturing the scene especially for the surface that has a graphics on it. For instance, the motorcycle body cover consist of 4 different layers textures in single node, graphics out color, base color, diffuse and specular highlights.



After blocking all the colors with the shaders and textures, this is the result of the rendered image.

I was aware that colors, diffuse, specular will probably change once I set-up the lighting process, so I jumped up by setting up the lights and did a test render again with the final gather and global illumination enabled. Initially I found a lot of strange effects like xtream bump map, intense specularity burned colors etc... But after several tweaking, I managed to outcome the final result.



These are some of the painted textures was used for the motorcycle. Color, diffuse and bump map.



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