Toon Shader
For my master's class I made a toon shader using aiToon Arnold Material and played a bit with the parámeters to create this procedural shader.
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Toon Shader
For my master's class I made a toon shader using aiToon Arnold Material and played a bit with the parámeters to create this procedural shader.
Introduction to Shading Networks in Maya By Eddie Russell آشنایی با Shading Networks در مایا آشنایی با Shading Networks در مایا توسط ادی راسل : در این آموزش مایا ، ما نگاهی اساسی به این موضوع می اندازیم که شبکه های سایه ها چیست و چگونه آنها را ایجاد می کنیم. نرم افزار مورد نیاز: مایا 2016. فرقی نمی کند که شما یک مدلساز ، یک انیماتور ، یک هنرمند بافت ی... #BumpMaps #Hypershade #HypershadeNodes #Maya #Shaders #ShadingNetworks #texturing #تکسچرینگ https://www.instagram.com/p/CTd3BvTIfci/?utm_medium=tumblr
Maya Tutorial: Hypershade and Texturing of Chair
This tutorial was mostly about using photoshop to apply multiple textures with the guide of UVs. Also learnt how to create a diffuse, roughness and normal map and what the purpose of each was in enhancing the realism of the object. There were specific steps in hypershade to implement these textures. It was a bit confusing at the beginning how everything connected to each other but with recurrent practise I'm sure I’ll get the hang of it. I think my attempt at this was quite good but improvements could be made by making the wood and seat cover a little less shiny.
Maya: Garment with Layered Shader [Arnold]
super informative about the use of hyper shade
Textured Open Barrel #1
I really like this piece. I’m pretty sure I used a Blinn for a Hypershade in order to get this nice shiny look.
I actually textured this model using a deep purple, but I was able to tweak the effects on Sketchfab to kind of make a bronze-like colour.
This piece is meant to be low poly, but then again I would like to go in and tweak the rounded edges so they actually look round - rather than kind of spikey.
Textured Open Crate #2
I’m happy with the model, and the wooden texture, however I’m not quite sure what happened with the actual wrapping of the texture..
It’s cool how it’s made these bulky bold white lines within the indents of the crate where the two ‘wood panels’ meet, but it wasn’t intended.
I’ll have to look into the UV's, and check that everything is within the snapshot, and check the actual UV mapping itself.
I can annoyingly see the edge lines on my crate - so I think I definitely haven’t covered them properly with the wooden texture. But that’s fairly simple to fix by firstly pinching in the UV’s into the snapshot, and if not going back to the original PSD.
I liked the gloss effect that Sketchfab provides actually, but I can try play with different Hypershaders on Maya to find one similar to give this effect :)
#24 How to create a texture in Maya 2016 | Create & apply materials with Hypershade
#24 How to create a texture in Maya 2016 | Create & apply materials with Hypershade
In this part of my Maya 2016 tutorial we’ve finally made it to texturing! You will learn how to use the Hypershade to create new materials before applying the textures to the objects and models in your scene. In this step you’ll be introduced to the Blinn material.
Next step – https://youtu.be/FPK6j4fHCWk
If you have enjoyed this…
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Female Portrait 010
Alright, well it's been a few days since my last post but I can now say that I am finished. There are a few things that I still want to do but for the most part it is done.
So for the past couple days I have been trying to get the hair coloring to feel correct according to my reference. It wasn't as easy as I was hoping it was gonna be. From the start I knew there was no real way to paint the texture for the hair since it has no UV's. But, I had did some test on my first iteration that gave me some ideas on how to achieve my goal.
What I ended up doing was splitting the hair into sections. I ended up with eight sections. Each section had a ramp texture plugged into the diffuse, secondary specular, and transmission of the V-Ray hair material. The only part that I had a problem with was the back of the hair. I had the look I wanted but I needed it to go the opposite direction.
I did a lot of testing to see if I could get it to go the right direction. I figured out that it was receiving it's information from a V-Ray hair sampler node. The attribute it was using was the distance along strand. Below you can see the nodes in Maya's hypershade.
After trying for a while I decided I needed help. I sought out help from my friends but they weren't sure how to solve the problem either. In the end I decided it was a lost cause and I needed to find another method to achieve what I wanted.
I ended up using the different hair sections that I created to my advantage. I selected specific hair clumps that I wanted to change the color of and assigned them to other hair systems. Doing so, changed the color information to the other hair section I assigned it to. After some time I achieved a look that I was happy with.
I will end this post here just to keep it short. I am posting the final render right after I finish this post though.
Thanks for reading.