In this series of tutorials, we are going to look at in-depth material creation in Maxwell and learn several new techniques for UV layout. Software required: Maya 2012, Photoshop CS5, Maxwell Render 2.6.
In this series of tutorials, we are going to look at in-depth material creation in Maxwell and learn several new techniques for UV layout. We will focus on automotive paint and decals. We will be using presets available in Maxwell as well as creating custom materials from scratch to achieve the proper final look. During this course, we will explore additional areas of Maxwell Render, explore in-depth material networks in Maxwell Material editor. We will start by using stock presets and wizards that will help us quickly get to our desired look, and look into parameters that would need to be changed in order to produce final visual quality. Along the way we will focus on creating several UV maps for decals to be properly located on the model, and talk about different lighting situations. During this demo we will look at how quickly and efficiently we can create a quick exhibition set to render our model, setup lighting, and receive proper reflections and highlights for our final render as well as touch on basic photo correction in Photoshop to finalize our project. Software required: Maya 2012, Photoshop CS5, Maxwell Render 2.6.
Introduction and Project Overview Hello. My name is Stas Poritsckiy. I'm a 3D artist, and over the past six years, I have completed a vast variety of projects, focusing on diverse aspects of CGM. In this training kit, we're going to work with the Next Limit Maxwell Render Engine, focusing on the material creation. We will cover a variety of methods for material setup using standard Maxwell presets, as well as custom techniques to achieve the best possible result. In addition, we'll touch on a few aspects of quick and easy UV layouts from inside of the Maxwell studio, assemble a material library that can be used for other projects, explore some troubleshooting techniques to increase the level of control for our geometry, and finish off the training by breaking down the rendered image in components to achieve even greater control and cost. By the end of this training kit, you should have a good understanding of material creation process and ability to quickly and efficiently manage the post process stage of the final piece. Well, with all that said, let's go ahead and get started.