Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Here's the attributes to make a very simple mirror shader using a blinn material. There are loads of other ways to do it but this is one of the easiest. Don't forget to turn on Raytracing in the render globals otherwise you won't get any reflections.
I believe the other ways happymat27 was talking about were mentioned by sparticus, you can use different materials with high reflectivity. Personally I prefer the Mental Ray Renderer so a lot of the time I use the Mia_material_x
Remmy, a chrome shader is essentially a dark shader with very high reflectivity, of course, if it doesn't have any environment to reflect, it won't look too great. I had to dig this up from these forums, I lost the original in a Vista mishap :/. This was using the mia_material_x with a couple of light cards. You can easily get a mirror material by ditching the reflection blur I have on them.
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