Look Development for Visual Effects in Maya

In this tutorial we will learn how to create textures and shaders for a digital asset.
Course info
Level
Advanced
Updated
Dec 1, 2012
Duration
8h 37m
Table of contents
Introduction and Project Overview
Look Development for Visual Effects in Maya
Setting up the Project 10m Checking the Asset 10m Finishing the Sanity Check 9m Preparing for UV Mapping 7m Starting the UV Mapping 10m UV Unfolding the Handle 12m Finishing the Handle 12m Unfolding the Front Panel 11m Finishing the UV Mapping 9m Grading the Front References 11m Grading the Back and Side References 12m Finishing the Grading Process 3m Baking Procedural Shaders 12m Baking Dirt Maps 9m Beginning the Projection Process 11m Continuing the Projection Process 12m Finishing the Projection Process 5m Creating Projection Guides 11m Working on the Front Projections 11m Working on the Plastic Panels 11m Handling the Lower Plastic Panels 11m Adjusting the Upper Plastic Panels 10m Working on the Screen Protector 12m More on the Front Projections 10m Finishing Work on the Front Projections 10m Projecting in MARI 11m Creating the Screen Protector 11m Finishing the Screen Protector 10m Creating the Color Maps 12m Fixing the UV Seams 12m Adding Dirt Maps to the Color Information 9m Finishing the Color Maps 3m Starting on the Specular Maps 11m Working on the Specular Maps for the Front Panel 12m Creating the Specular Maps for the Other Pieces 5m Working on the Bump Maps for the First Two Udims 11m Creating the Bump Maps for the Latest Two Udims 7m Building the Displacement Maps for the Metal Box 14m Creating Cluster Materials 11m Continuing the Cluster Materials 10m Finishing the Cluster Materials 9m Blocking Shaders for the Front Panel 11m Making Shaders for the Control Wheels 10m Building Shaders for the Metal Box 9m Working on the Specular for the Front Panel 13m Setting up the Specular for the Metal Box 9m Working on the Bump Maps for the Front Panel 11m Setting up the Bump Maps for the Metal Box 13m Working on the Primary Components 12m Continuing the Primary Components 9m Shading for Different Lighting Situations 8m
Description
Course info
Level
Advanced
Updated
Dec 1, 2012
Duration
8h 37m
Description

Throughout these lessons we will look at the steps required to create a professional UV mapping. With proven techniques and workflows used in the visual effects industry, we will create a highly detailed textures and cover all the steps involved during the look development process.

About the author
About the author

Xuan Prada is a freelance digital artist based in London, with a background in Fine Arts and a BFA in Computer Animation from Universidad Complutense de Madrid.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, my name is Xuan Prada. I'm a texturing and Nuke development artist based in London, working in animation and digital effects movies. I have worked at NBC on titles like Wrath of the Titans, World War Z, just to name a few. We're going to be using Maya, Photoshop, Mari, and Nuke to create realistic textures and shaders for a detailed level asset used on a digital effects project. We will cover the whole process of texturing and Nuke dev from UV mapping based on multiple themes to create high quality sixteen bitmaps in Mari for color, specular, bumps, displacement, and iso maps. We will combine Photoshop and Mari to achieve the best results in the same way that I do everyday working on movies. I'm looking forward to presenting this course to you and I hope you make the most of it creating great texture and great shaders, and really, really fun stuff. See you soon.