Maya needs square images, in sizes that match default sizing ie, 512, 1k, 2k etc.
First create a plane for the reference image to be displayed on, scaling and rotating it until it matches the orientation needed.
Any reference images needs to be in the sourceimages folder for maya before importing.
Lambert1 always should be neutral grey colour, so add a new shader to the plane and rename it to the reference image.
The shader = surface, texture = files that alter the surface. Hit the checkerboard beside colour then hit file and import the source image. Hit 6 while the plane is selected to show the texture map.
Also make sure to rename the plane in the outliner so when you have several objects, you can find the right one easily.
Once any transformations have been complete, zero the objects, and delete the construction history to keep the file clean and make for easy rollbacks. Centering the pivot is also important(circled in red).
Make sure the object is selected then make a new layer - always rename layers for easy tracking. The third little box is transparency on first click, and turns the layer into a reference layer on second click. Use this to make the layer unchangeable.
The wireframe around the object will match the layer colour when not selected to help find layers.
Once the half outline is created and curves adjusted to liking, hit the revolve tool to make it a 360 object. (looks like a wineglass icon). Once rotated and tweaked to what is needed, convert it to a polygon using NURBS to Polygon and adjust the count to make the new object what you want.
Once the polygon is created, delete the curve and revolved object as they aren't needed anymore. Add basic lighting using the dome light through the Arnold tab and use arnold render for realtime updating.
Right click on object and add new material under the Arnold - aiStandardSurface option. find the glass preset and tweak for desired effects.
Adding some opaque textures will help create shadows as glass is completely see through.
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