In this part of the tutorial we shall make some additional modeling to improve the scene, after that we’ll go over UV mapping of the objects, shading and texturing. So let’s start with modeling. I have decided to put a tea bag in our tea cup, put some sweet with walnuts, and tea fluid in our cup. |
Step 1 |
So let’s start. First let’s make some tea. As we did in the first part of the tutorial we will use revolve and CV curve for this. Go to front view and draw the curve inside of cup as shown below. |
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| Figure 1. |
Step 2 |
Go to "Surfaces" menu and select "Revolve" tool. |
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| Figure 2. |
Step 3 |
Now change the settings in the "Revolve Options" dialog box as shown in the below image. |
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| Figure 3. |
Step 4 |
Here is what we get, see the below image. |
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| Figure 4. |
Step 5 |
If your surface looks weird then most common mistake would with the pivot of your line, as Revolve uses pivot like a center of rotation for your surface. So make sure that you move your pivot in a right place. |
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| Figure 5. |
Step 6 |
In the above picture you can see where pivot need to be. If it’s not there you should move it. You change position of pivot after you pres INSERT key on keyboard and after that just move it in right place. If you set everything in the right place then you should get nice rounded surface. But surface seems to penetrate the tea cup surface. |
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| Figure 6. |
Step 7 |
I have used scale tool to fix that. I scaled my tea object one by one axis to make it look right, you should pay attention such that it does not intersect with cup object as it woulb an obstacle in the later part while we do the shading. Make it a bit smaller and move it to sit inside the cup, but just a bit so that the gap will not be visible. |
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| Figure 7. Click here to view larger image. |
Step 8 |
Now we have our object fixed and it is ready for shading and texturing, which we can do it in the later part of the tutorial. Now let us create some more objects, say by creating a tea bag. You can use Google Images to get a decent image of a tea bag for reference. I got below shown image from Google images. |
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| Figure 8. |
Step 9 |
This picture is just what we need. The above image has the label card and teabag object from front view so we can use same picture for modeling and texturing. Now Let us create a poly plane 1x1 segments on Z axis. So when we look in front view plane the image should be visible to us. Now when we have our plane in front view let’s apply the poly plane texture with the teabag image. So we can use it like reference for modeling. Now let us open hypershade from "Window" menu as shown in the below image. |
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| Figure 9. |
Step 10 |
Hypershade is an editor where you can create shaders for your scene. Now let us create Lambert shed by clicking on lamer sphere in HShade window as shown in the below image. |
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| Figure 10. Click here to view larger image. |
Step 11 |
When the new lambert shader created just double clik on shader ball and you see attribute editor open. In the attribute editor click on checker board button which would be next to Color attribute. |
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| Figure 11. |
Step 12 |
A new window for properties of color for that shader will open. Click on FILE option because we want to use file for texture, and when the file browser opens select the teabag image which we got from Google images. |
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| Figure 12. |
Step 13 |
Now in attribute editor that we just opened click on folder icon next to Image name and browse to the texture that we just now created by using the tea bag image. |
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| Figure 13. |
Step 14 |
This is the to create a texture by using file texture for any attribute like spec, bump and other objects. So you should remember this part very well as we will be using the same procedure to create a texture in the later part of this tutorial. Now if you look in HyperShade you will see how texture is connected in our shader. |
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| Figure 14. |
Step 15 |
Now just click Middle Mouse button to drag it from the shader ball to plane object that we made earlier and you will assign shader to that object. Press 6 key on keyboard to see the texture on object. Now we have created a textured plane in viewport. |
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| Figure 15. |
Step 16 |
Now from front view holding SHIFT KEY and RMB choose create polygon tool from marking menu and draw polygon as shown in the below image. The order of the corners should be similar to the one shown in the below image when you put all 8 corners over picture press enter key and you will get polygon created which would be matching the picture. |
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| Figure 16. |
Step 17 |
Now using cut tool do as shown in the below image. |
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| Figure 17. |
Step 18 |
After you cut as told in the above step, use extrude toll and create an object as shown in the below image. |
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| Figure 18. |
Step 19 |
Now go back to front view and apply UV map to this object. Now from hypershade assign shader you used for plane to this label object as shown in the below image. |
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| Figure 19. |
Step 20 |
Texture is not placed properly on the object as it does not have uv map. So let’s fix this. Select object you want to apply uv map, go to "Create UVs" menu and select "Planar Mapping" as shown below. |
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| Figure 20. |
Step 21 |
Use next options in new window you get for uv map and select the parameters as shown in the below image. |
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| Figure 21. |
Step 22 |
It’s important to understand what we did. We used Z axis as the object is facing to Z axis so we project from that axis. Keep the image width/height such as to keep same proportions of object in uv map. Now open UV editor from "Edit UVs" menu as shown in the below image. |
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| Figure 22. |
Step 23 |
You will see the tea bag label in wireframe and that represent the part of texture it’s covering. As you can see it’s it is not properly placed. |
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| Figure 23. |
Step 24 |
I have marked in red where the uv map is and the blue mark the place where it needs to be. First hold RMB button over uv lines and choose UV. The vertices will turn into green color. Drag and select all vertices and move it to part of texture that you want on your label i.e., on blue color portion as shown in the above image. You have to manipulate with points as we do while creating a regular object. Use rotate, translate until you get it on right place. If the texture, after placement is flipped like an image we see in a mirror, use mirror buttons in the panel of UV texture editor to fix that. Here’s what it should look like after you tweak with it. |
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| Figure 24. |
Step 25 |
Now use same steps to create tea bag object and make uv map for it. You need to practice this part and repeat couple of times if needed to make it right. This is what I got after texturing and placing objects on right place in scene. You should get something like that using what we learned so far. |
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| Figure 25. |
Step 26 |
Now let’s make uv map for the teacup. To do this, from the same menu as we did in the earlier step select CYLINDRICAL MAP as the cup is a round shaped object. Select the cup and then select all polygons that are on outer side of the cup and 2 rows of top inner part. |
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| Figure 26. |
Step 27 |
As we want different texture for inner and outer part. With this selection use Cylindrical map. You will get something something similar to the image shown below. Now we need to take this uv map and place it in the gray square in UV editor as shown below. Now leave some free space on left side, we will place inner side in that part. |
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| Figure 27. |
Step 28 |
Now let us select inner part that is not included in uv map and make a cylindrical map again. Then place that part of uv in free space (red square). This is how your uv map should look like. |
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| Figure 28. |
Step 29 |
Now for the plate! Using same way. We will separate upper and lower part of object, but for plate we will use planar mapping and Y axis. You need to repeat this process couple of times until you get everything perfect. Uv mapping is process that you need to understand and learn. Without a decent and smart uv map you cannot do good texturing. This is how my uv map is set for plate. |
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| Figure 29. |
Step 30 |
Now let us leave much more uv space for upper part because it will have texture, and lower part will have just white color so it does not need to have big uv space. Now we will export this uv maps to PhotoShop and paint textures over them so that our texture will get into place after we import our textures and put them on objects. |
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| Figure 30. |
Step 31 |
Now select tea cup object and go to uv editor. Go to the menu and choose UV snapshot and in new window set the parameters as shown in the above image and put some path where you want the uv to be exported. Do the same thing for the plate. When you have your pictures exported open them in PhotoShop. As we learnt in the earlier steps to create texture for cup, with the same procedure you need to create textures and uv for all other objects in scene. Open cup UV map you just exported. It would be similar the image shown below. |
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| Figure 31. |
Step 32 |
It is black and white texture like we had in uv editor. Press CTRL + I and you will invert colors. So that the background is white and lines are black as shown in the below image. |
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| Figure 32. |
Step 33 |
In the layers, set mode to Multiply so that when you place other layers it just sits above them and would not change colors of your texture. You need to find some nice pictures that you want to use for textures on your cup. I got some nice flower textures. |
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| Figure 33. |
Step 34 |
You can flower image if you want or you can find any other image which you like. Now let’s create texture over uv map. Create new layer and paint it in white color. Place two layers of flowers and transform them with CTRL + T and the image would be as shown below. |
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| Figure 34. |
Step 35 |
Now let us paint golden color strip on top part of the texture as shown below. |
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| Figure 35. |
Step 36 |
Let us use the same process for texturing the plate. The final texture should be similar the one shown in the below image. |
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| Figure 36. |
Step 37 |
The resultant final texture would be as shown below. |
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| Figure 37. |
Step 38 |
Now let’s import those textures on the objects. Go to maya and open Hyper shade. Make blinn shader because we want it to have specular and reflecitions on our cup and plate. |
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| Figure 38. |
Step 39 |
As we did in the earlier steps of this tutorial, we need to put the texture to color attribute, I have explained the steps, when we added texture to plain for modeling the tea bag. You can go back and see how it was created to refresh your memory. Basicaly just click on checker button next to color slot and browse to your texture that you made in photoshop. |
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| Figure 39. Click here to view larger image. |
Step 40 |
Now with MMB drag that shader to cup object. Texture should be visible on object. If not press 6 key on keyboard. The resultant model of the cup with the texture applied would be as shown below. |
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| Figure 40. |
Step 41 |
Make another blinn shader for plate object and do as explained in the earlier step. Import the plate texture and assign that shader to it. The resultant object would be as shown below. I hope it looks nice and all has come together nicely. |
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| Figure 41. |
Step 42 |
Let us follow the same procedure to apply texture to the sugar jar. Use cylindrical mapping and create uv map. Then export that uv and make your texture in photoshop. |
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| Figure 42. |
Step 43 |
As you can see. I did not tweak with uv map. I just used cylindrical and left it as it is, than made the texture in photoShop using the flower texture and drawing simple lines and colors. This is how the sugar jar looks in the end. |
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| Figure 43. |
Step 44 |
You can draw what ever you like and try to be creative. Now lets tweak with rest of objects on this scene. I have created duplicates of the plate object and moved them away, shortcut for copy is CTRL + D. after you copy your object use move tool to place it somewhere you like. You can see the below image how I have placed the object. |
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| Figure 44. |
Step 45 |
I have create some additional objects like walnuts, which are just simple boxes with beveled edges. We used a lot of bevel before so I am sure that you will remember how to use this option. See the below image. |
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| Figure 45. |
Step 46 |
I have create some toothpicks {just simple thin box objects} and placed in the scene as shown in the below image. |
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| Figure 46. |
Step 47 |
Now we just need to create string that connects the tea bag and the label. Let us use a line and nurbs circle to create the string. Let us first draw an CV curve that connects them in interesting way as shown in the below image no a straight line. |
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| Figure 47. |
Step 48 |
Go to "Create" menu and select "Circle" tool to create a small circle, which would used as the profile for extruding along the path {the line we created in the earlier step would be the path for extrusion}. |
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| Figure 48. |
Step 49 |
Now select both the circle and the line by holding down the shift key in the keyboard, so that you have them both selected. Now go to "Surfaces" menu and select "Extrude" tool as shown below. |
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| Figure 49. |
Step 50 |
When the "Extrude Options" dialog box appears enter the parameters as shown in the below image. |
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| Figure 50. |
Step 51 |
Here is the final scene. I hope you enjoyed this part of tutorial. |
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| Figure 51. |
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