Creating a Magpie Cart in Maya: Part 6




1. Export Textures from Substance Painter
Step 1
Open Substance Painter. Continue with the previous part of the tutorial series, Go to File > Export Textures.



Step 2
Select
the file path (set to the Maya project sourceimages folder), change the textures
format that you prefer. Then go to Configuration tab.



Step 3
Click
on the + symbol to add a presets.



Step 4
Click
on RGB to add a new output map.



Step 5
Drag
and drop Base Color from the right to RGB and select RGB Channels from the
drop down menu.



Step 6
Rename the output map to magpiecart_diffuse_$textureSet ($textureSet = 1001, 1002, 1003,….).



Step 7
Create
another output map by adding RGB+A, drag Roughness from the right panel
into RGB > dropdown menu > Gray Channel.



Step 8
Drag
and drop again Roughness into A > dropdown menu > A Channel.



Step 9
Repeat
Step 7-8 for Metallic textures.



Step 10
Create
another RGB for normal map, but I'll be using Normal OpenGL.



Step 11
Back
to Export tab, change the config to the presets that you created earlier, then Export.



2. Shader & Materials in Maya
Step 1
Open the Maya file and open Hypershade. Create a aiStandardSurface from Arnold tab.



Step 2
Open Base drop down menu, change the value of Weight to 1.0, click on the checker box icon beside base colour, then select File.



Step 3
Click on the folder icon beside Image Name, then select the first diffuse map texture.



Step 4
Change
the UV Tiling Mode to UDIM (Mari). This generates the other diffuse map
automatically.



Step 5
Back
to material, click on the checker box beside Specular Roughness and select
File.



Step 6
Select
the roughness map and change to UDIM (Mari). Change the Color Space to Raw.



Step 7
Repeat
steps for Metalness.



Step 8
Create
anaiNormalMap from Arnold tab.



Step 9
Click
on the checker box beside input and select File, choose the normal map
texture and change to UDIM (Mari) and Raw.



Step 10
Link
the normal node to material by clicking the dot from Out Value to Normal
Camera.



Step 11
Select
all the object from the Outliner (except glass), right click on the material
and select Assign Material To Viewport Selection.



Step 12
Create
another aiStandardSurface and click on the Presets > Frosted Glass
> Replace. Then assign it to glass object.



Step 13
Create
a light by go to Arnold > Lights > Skydome Light.



Step 14
Tick Use Color Temperature, increase the temperature to a colder colour. Increase
Exposure to 1.0.



Step 15
Test the render in the render view. The metallic part looks odd. You'll need to change the
material.



Step 16
Back
to Hypershade, select both material and shading engine, Go to Edit >
Duplicate > With Connections to Network.



Step 17
Select the duplicated material, reduce the base weight value. Assign to all the metallic object.



Step 18
Conduct the test
render again. There is no specular, because the skydome light can not cast
specular.



Step 19
Go to Create
> Lights > Spot Light.



Step 20
Adjust
the position of the spot light.



Step 21
Change
the settings of the spot light, increase the intensity and exposure, change the
temperature to warm color to create contrast.



Step 22
Conduct the test render again.



Step 23
For the gem stone, we need to add some transmission, so repeat Step 16. Unlink the metalness, diffuse and roughness.
Change Transmission weight to 1.0 and link
Diffuse into Transmission Color.



Step 24
Create
another spot light at the opposite side, adjust the settings.



Step 25
Everything
looks fine now.



Step 26
Create a large plane as background, you need it to capture the shadow and reflections of the cart.



Step 27
Assign
a new material, increase the metalness and roughness value.



Step 28
Conduct the test
render again. You'll see it produced some noise.



Step 29
Go
to render settings, change the resolution, and increase the Camera AA and
Diffuse.



Step 30
Conduct the test
render again. It looks fine for everything now.



Step 31
Separate the background and magpie cart render, so that you can perform some
colour correction more easily. Select the plane, go to Shape and untick Primary
Visibility.



Step 32
Render
the full resolution for the magpie cart. Save the image as TGA.



Step 33
Turn
back on the plane’s Primary Visibility, select all the magpie cart object and go to Windows > General Editors > Attribute Spread Sheet.



Step 34
Go
to Render tab, click on Primary Visibility, press 0 and Enter.



Step 35
Render
full resolution for the background, save the image as TGA.



Step 36
Open
Photoshop, copy the background into magpie cart.



Step 37
Go
to Channel, press Ctrl and left mouse click on the Alpha 1.



Step 38
Back
to layer, press Ctrl-J on the magpie cart layer, drag the new layer to the
top.



Step 39
Create a new layer and fill a very light colour, select the background layer, change to multiply.



Step 40
Touch up the background layer. Press Ctrl-M to adjust the colour of Magpie Cart and we are done!


