Complex UV Layout in Maya
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
# 1 28-11-2007 , 03:27 AM
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Making a metal like material

I've been experimenting with blinn and phong, to try and create a metal like material. Something which is silver in colour and a little reflective.

The colours just don't look correct. Anyone know how to make one - and also, is there some kind of guide as to what parameters can be used on a material (specularity etc) to simulate different types of surface (in a similar way that you can consult a refractive index for refractivity)?

cheers,

gubar

# 2 28-11-2007 , 10:22 AM
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hmmm...

Go to highend3d.com and download a metal shader. Load it and take a look at how it's made. Look at the inputs, outputs, bumpmaps, textures etc. Sometimes you got to dissect things to find out how they work. It's usually what I do with other people's rigs, models and shaders to get a better understanding of how they created it.


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# 3 30-11-2007 , 01:35 AM
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follow djknucklez1´s advice but 1 thing I can tell -

blurry reflection. this is a very important aspect. reflections of metals are blurry most time, exept chrome or something. bumpmaps and texturemaps help a lot but as soon as you make the reflections blurry you´ll notice a big difference.

good luck!


everything starts and ends in the right place at the right time.
# 4 30-11-2007 , 02:22 AM
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The way to create a metal texture is to use a blinn and leave the color mapped to a dark value (even the dark grey) and change the color of the Specular Color and then change the Eccentricity value to get the specular highlight you need.




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# 5 01-12-2007 , 05:24 AM
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Thanks for the replies folks. Haven't had a chance to try them yet but all sound like solid starting points, blurry reflections, the use of colour/specular colour and looking at pre-made shaders.

cheers,

gubar

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