
1. Sculpting of Motor Chamber and Dial Case
Step 1
Open ZBrush. Select the Motor_Chamber mesh object in the Sub Tool panel for starting painting and sculpting.

Step 2
Unhide the Dial Case body mesh also.

Step 3
Apply yellow color shade on both the Motor Chamber and the Dial Case body mesh objects.

Step 4
With the FreeHand stroke and Alpha scratched map selected, select the white color shade. Turn on Rgb and Zadd buttons. Now, paint the corner surfaces as shown in the following image.

Step 5
With the same stroke and color selected, paint the Dial Case border as shown in the following image.

Step 6
In this way, I have completed the border line painting and sculpting. Now, I will add some details.

Step 7
With the dark yellow color and the same alpha map and freehand stroke selected, start painting randomly. You should keep adjusting the Rgb and Zadd Intensity for variations.

Step 8
To add some more details in painting and sculpting meshes, I have imported some alpha maps in the brush list panel.

Step 9
Now,
with the alpha map and spray stroke selected, turn on Rgb button and
then start painting scratches.

2. Painting Texture Pattern Design With Spotlight Tool
Step 1
It’s time to import some external textures. Go to Texture menu in the main menu bar and then click on Import button.

Step 2
Following
the same way, I have imported some images for painting and labeling inside Zbrush.

Step 3
To apply the desired texture on the selected Dial_Case mesh object, I will use Spot light tool.

Step 4
With the desired label texture file selected, click on Add Spot Light button to open the Spot Light settings panel.

Step 5
The selected texture gets opened with the Spot Light panel as shown in the following image.

Step 6
Move and place the texture on the side of the Dial_Case object as shown in the following image.

Step 7
After placing the texture on the side panel, turn on Rgb button and then press Z button to paint the texture.

Step 8
Once you are done, press Z button to finish.

Step 9
Following the same way, I have painted several other labels also as shown in the following image.

3. Painting Pipe Controller Box
Step 1
In the same way, I have painted and sculpted the Pipe_Controller_Box and Pipe Channel also.

Step 2
Following the same way, I have painted and sculpted all parts of the fuel pump except the Meter panel.

Step 3
I will apply textures on the Meter panel in Maya.

Step 4
This is how it looks like from the back.

4. Exporting Color Map
Step 1
Isolate the Base_Plate object.

Step 2
Click on New From Polypaint button inside the Texture Map tool panel.

Step 3
Now you can see the Texture Map as a thumbnail. Click on Clone Txtr button.

Step 4
After applying Clone Txtr command, you can see the texture in the Texture menu. Click on Flip V button to flip the texture map vertically. Then click on Export button.

Step 5
In the Export Image window, set the texture map name as Base Plate Color.BMP and then click on Save button.

5. Exporting Normal Map
Step 1
It’s
time to export the normal map. With the Base_Plate selected, reduce the
subdivision level to 1.

Step 2
Scroll down the tools panel. In the Normal Map tab, click on Create NormalMap button.

Step 3
In the same Normal Map panel, click on Clone NM button to make a duplicate copy of it to export.

Step 4
In the Texture menu, first click on Flip V button and then click on Export button to export the normal map.

Step 5
In the Export Image window, set the file name as Base Plate Normal.BMP. Click on Save button.

Step 6
Following the same way, export both normal and color maps for all parts of the fuel pump.

6. Applying Texture Maps in Maya
Step 1
Open the fuel pump file in Maya.

Step 2
With the Base_Plate object selected, go to Show > Isolate Selected > View Selected option and turn on its check box. This makes the selected base plate isolated.

Step 3
It’s time to create materials for all parts. So, go to Window > Rendering Editors > Hypershade command.

Step 4
In the Hypershade window, double click on Blinn shader node to open it inside the Attribute Editor.

Step 5
With the 2D Textures tab selected, click on File node and connect it to the Blinn shade's color texture map.

Step 6
Create one more File texture node for Bump texture map and connect it to the Bump of the Blinn shader. Set the Bump Depth value to -0.100 and Use As option toTangent Space Normals.

Step 7
After applying the shader onto the Base_Plate object, it looks like as shown in the following image.

Step 8
Following the same way, apply texture maps to base stand of the fuel pump.

Step 9
Following the same way, apply texture maps to other parts of the fuel pump.

Step 10
I have applied the texture file map onto the meter panel as shown in the following image.

7. Applying Lights in Maya
Step 1
For rendering the final image, I have created a surface plane as the base floor.

Step 2
I have subdivided the plane.

Step 3
I have edited the control vertices to make the side walls of the floor plane.

Step 4
I have made a duplicate copy of the floor plane and rotated it as shown in the following image.

Step 5
In order to create some lights in the scene go to Create > Lights > Directional Light.

Step 6
With the Directional Light selected, rotate it towards the front side of the fuel pump. Turn on Use Ray Trace Shadows option. Set the values of the light parameters as shown in the following image.

Step 7
Following the same way, create three Directional Lights for fill lights. Turn on their Ray Trace Shadows with a bit less intensity of the light parameters.

Step 8
In the Render Settings window, click on Indirect Lighting tab. Turn on Global Illumination and Final Gathering options.

Step 9
For best quality rendering, click on Quality tab. In the Quality Presets fly out menu, select Production preset.

Step 10
After quick rendering, you will see the color image as the rendered frame.

Step 11
For Ambient Occlusion pass, I have created a Surface Shader. I have created a mib_amb_occlusion node and connected it to theSurface Shader.
I have set Samples value as 256. I have set the Bright value a little brighter and Dark value a little darker. After that, I have applied this AO shader to all parts of the fuel pump.

Step 12
After rendering the frame, you will get the AO pass.

8. Compositing in Photoshop
Step 1
Open Photoshop. Import AO and Color passes. Put the AO pass layer above the Color pass layer. With AO pass layer selected, apply Overlay blending mode.

Step 2
I have applied some broken glass textures on the screen.

Step 3
This is the final output of the fuel pump.

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