Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 13-03-2011, 08:52 PM   #1
riwa
Registered User
 
Join Date: Mar 2011
Posts: 18
Thanks: 5
Thanked 9 Times in 9 Posts
Default Help with texturing?

Hi. Im very new to Maya and I have my first model ready. However I have a real tough time texturing it. I manage to change the layer(lambert) color to the texture but I cant really align it where i want it. Also the model needs to have 3 different textures on it on different places. Ive googled around on this but seems everyone does it different way and I dont know which one is best suited for my project. Here I include a screenshot of the models. Its the mushrooms from the super mario bros game.

Suggestions on how to proceed and/or link to good information appreciated.'

Regards
Richard
Attached Thumbnails
 
riwa is offline   Reply With Quote
The Following User Says Thank You to riwa For This Useful Post:
Old 13-03-2011, 09:29 PM   #2
Chirone
Subscriber
 
Chirone's Avatar
 
Join Date: Dec 2007
Location: NZ
Posts: 3,124
Thanks: 11
Thanked 147 Times in 143 Posts
Default

start with the tutorials that come with maya. it's not overly detailed but you'll get a fair idea on the basics of texturing. it textures a box. It is simple but it's a start

if you don't know anything about UVs then it may be hard to understand depending on how easy you understand the term "mapping"
__________________


that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
Chirone is offline   Reply With Quote
The Following User Says Thank You to Chirone For This Useful Post:
Old 14-03-2011, 01:47 AM   #3
Gen
Moderator
 
Gen's Avatar
 
Join Date: Dec 2006
Location: South FL
Posts: 3,457
Thanks: 13
Thanked 635 Times in 558 Posts
Default

Agreed, getting familiar with the basics is a must, Maya layers are very different from Maya shader/materials so that in itself could have been a source of confusion.

Also, did you change the "lambert1" color? If thats the case, you may want to change it back to default gray and avoid editing that in the future because every new piece of geometry you create will use that material automatically and it could prove to be really annoying to have have every sphere, cube you make in that scene be mushroom colored be default lol.
Gen is offline   Reply With Quote
The Following User Says Thank You to Gen For This Useful Post:
Old 14-03-2011, 03:57 AM   #4
riwa
Registered User
 
Join Date: Mar 2011
Posts: 18
Thanks: 5
Thanked 9 Times in 9 Posts
Default

Thanks for the replies.. I read that tutorial. Seems to be kinda what Im looking for. Im looking here on the UV unfolding. They seem to cut the mesh into smaller parts to texture them with seperate images. Is that a must?
riwa is offline   Reply With Quote
The Following User Says Thank You to riwa For This Useful Post:
Old 14-03-2011, 04:47 AM   #5
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,371
Thanks: 74
Thanked 709 Times in 642 Posts
Default

It's not actually cutting the mesh itself, it's cutting apart the "UV coordinates" into different shells. The terminology is confusing, but you're basically working with texture-space, not the geometry itself. Different selections of faces can be mapped with different textures. Hope that helps.
stwert is offline   Reply With Quote
The Following User Says Thank You to stwert For This Useful Post:
Old 14-03-2011, 06:10 AM   #6
Chirone
Subscriber
 
Chirone's Avatar
 
Join Date: Dec 2007
Location: NZ
Posts: 3,124
Thanks: 11
Thanked 147 Times in 143 Posts
Default

in a nutshell texture mapping is when you map a point in 3D space to 2D space. You should hopefully be familiar with 2D space from school. 'Mapping between two points' should be pretty self explanatory, but if it isn't then in this context it means that you take a point in 3D and put it to 2D. The vertex will have the colour of the texture at that point in 2D. If two points on a mesh are mapped to the same point in 2D space then they will have the same colour.

you might be able to figure out why you "cut the mesh" from that. You don't generally want UV's of the same mesh to 'overlap' with each other. Take a look at some of the texturing videos here, you'll start to get the idea behind it
__________________


that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
Chirone is offline   Reply With Quote
The Following User Says Thank You to Chirone For This Useful Post:
Old 14-03-2011, 10:57 AM   #7
riwa
Registered User
 
Join Date: Mar 2011
Posts: 18
Thanks: 5
Thanked 9 Times in 9 Posts
Default

Well I think I understand how it works. The idea is pretty simple. But from my understanding using "extract" on a mesh parts it into smaller pieces. I dont mean the uv shells (which ofc doesnt affect the meshs geo) I mean that they did actually cut the mesh into pieces in that tutorial using extract. When I did extract on my mushroom head it became (seamingly at least) a seperate mesh.
riwa is offline   Reply With Quote
The Following User Says Thank You to riwa For This Useful Post:
Old 14-03-2011, 11:06 AM   #8
Chirone
Subscriber
 
Chirone's Avatar
 
Join Date: Dec 2007
Location: NZ
Posts: 3,124
Thanks: 11
Thanked 147 Times in 143 Posts
Default

oh right, you saw someone use extract and then gave each piece different materials? or they just used extract to create different 'UV shells'?
extract, depending on the settings, will separate faces from the mesh and either keep them as part of the mesh or separate them.
i've never seen anyone use extract to create different UV shells, but no, that isn't a must when laying out UVs.
__________________


that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
Chirone is offline   Reply With Quote
The Following User Says Thank You to Chirone For This Useful Post:
Old 14-03-2011, 05:53 PM   #9
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,371
Thanks: 74
Thanked 709 Times in 642 Posts
Default

No, I wouldn't recommend using extract as part of the texturing process. That may be a way of doing it, but I haven't really come across it. Better to just UV map it as it is.
stwert is offline   Reply With Quote
The Following User Says Thank You to stwert For This Useful Post:
Old 15-03-2011, 11:18 PM   #10
riwa
Registered User
 
Join Date: Mar 2011
Posts: 18
Thanks: 5
Thanked 9 Times in 9 Posts
Default

Well they are doing it in the "starting maya tutorial" you recommended me. =P
riwa is offline   Reply With Quote
The Following User Says Thank You to riwa For This Useful Post:
Old 15-03-2011, 11:20 PM   #11
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,371
Thanks: 74
Thanked 709 Times in 642 Posts
Default

Really? In the Maya help files? I'll take a look at that when I get home.
stwert is offline   Reply With Quote
The Following User Says Thank You to stwert For This Useful Post:
Old 16-03-2011, 01:58 AM   #12
Gen
Moderator
 
Gen's Avatar
 
Join Date: Dec 2006
Location: South FL
Posts: 3,457
Thanks: 13
Thanked 635 Times in 558 Posts
Default

Stew, I think he is looking at custom projections.

http://download.autodesk.com/us/maya...mber=d0e253006


Riwa here is a good start on the concept.

http://download.autodesk.com/us/maya...mber=d0e251306
Gen is offline   Reply With Quote
The Following 2 Users Say Thank You to Gen For This Useful Post:
riwa (16-03-2011)
Old 16-03-2011, 02:04 AM   #13
Chirone
Subscriber
 
Chirone's Avatar
 
Join Date: Dec 2007
Location: NZ
Posts: 3,124
Thanks: 11
Thanked 147 Times in 143 Posts
Default

I was referring to the actual tutorial that comes with maya when you click on learning resources...
http://download.autodesk.com/us/maya...umber=d0e22584

I skimmed it now and didn't see anything about mesh > extract
__________________


that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D

Last edited by Chirone : 16-03-2011 at 02:06 AM.
Chirone is offline   Reply With Quote
The Following 2 Users Say Thank You to Chirone For This Useful Post:
riwa (16-03-2011)
Old 16-03-2011, 02:07 AM   #14
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,371
Thanks: 74
Thanked 709 Times in 642 Posts
Default

This is the one that I remember:
http://download.autodesk.com/us/maya...mber=d0e251306
stwert is offline   Reply With Quote
The Following 2 Users Say Thank You to stwert For This Useful Post:
riwa (16-03-2011)
Old 16-03-2011, 03:28 AM   #15
riwa
Registered User
 
Join Date: Mar 2011
Posts: 18
Thanks: 5
Thanked 9 Times in 9 Posts
Default

Hmm maybe i got the wrong one then.. Ill read those for sure! =P thanks.. The one im reading was from the autodesk website and called "getting started in maya 2011".
riwa is offline   Reply With Quote
The Following User Says Thank You to riwa For This Useful Post:
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Kitchen Perfecto Work In Progress 64 18-08-2011 08:15 PM
Environment Camrat Finished Work 15 18-04-2011 09:08 AM
Texturing Hair Ozgalis Maya Materials & Textures 7 29-12-2010 03:05 AM
An ask.... Jay Members Lounge 19 25-12-2010 08:20 PM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.