Maya Texturing class: Substance 3 In this class we went through the process of texturing this dumpster, recapping the use of fill layers and masks in Substance before being introduced to a few new tools that helped create the look of the textures. first we used the brush to paint in height information using alpha's and different brushes to create dents and parts of pressed metal. We then added anchor points to these layers allowing them to be used is functions that use the curve texture maps generated by the software. This means on the stamps we can use generators like edge ware or light as if it was modelled geometry. We then used the projection tool to project textures onto the dumpster and push onto the paint layer, this makes it easy to add images onto the texture maps for an object. This is seen with the spray can an the Graphic Graffiti on the Dumpster. Maya Render AO Pass Final Composite
Hey Torran,
ReplyDeleteI got there eventually, got all the bases covered with this OGR, well done.
The Romans popularised/ developed the dome in architecture as a way to span large distances whilst reducing supporting structures such as columns, the Pantheon in Rome is still the largest concrete dome in the world
https://en.wikipedia.org/wiki/Pantheon,_Rome
Try not to limit yourself to explopring classical architecture. The text is really descriptive in regards to materiality check out "The Shed" in New York , an expanding performance space:
https://theshed.org/
https://en.wikipedia.org/wiki/The_Shed_(arts_center)
This uses modern materials to create a crystaline box that appears to be draped with fabric.
Or, the UK pavilion in Shanghai,
http://www.heatherwick.com/projects/spaces/uk-pavilion/
Have a play with classical elements and modern materials, maybe use a bit of photo bashing to quickly experiment with ideas.
Also look at how light will interact with those shpes and materials.