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  1. 3D & Motion Graphics
  2. Maya
Cgi

How to Create a Fuel Pump in Maya: Part 7

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Difficulty:IntermediateLength:ShortLanguages:
Final product image
What You'll Be Creating

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.

Motor Chamber
Motor Chamber

Step 2

Unhide the Dial Case body mesh also.

Dial Case
Dial Case

Step 3

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

Apply yellow color
Apply yellow color

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.

FreeHand
FreeHand

Step 5

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

Dial Case
Dial Case 

Step 6

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

Add some details
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.

Rgb and Zadd Intensity
Rgb and Zadd Intensity

Step 8

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

Alpha maps
Alpha maps 

Step 9

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

Rgb button
Rgb button 

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.

Texture menu i
Texture menu i

Step 2

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

Zbrush
Zbrush

Step 3

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

Spot light tool
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.

Add Spot Light
Add Spot Light

Step 5

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

Spot Light
Spot Light

Step 6

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

Dial_Case
Dial_Case 

Step 7

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

Rgb
Rgb

Step 8

Once you are done, press Z button to finish. 

Z button
Z button

Step 9

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

Following the same way
Following the same way

3. Painting Pipe Controller Box

Step 1

In the same way, I have painted and sculpted the Pipe_Controller_Box and Pipe Channel also.

Pipe_Controller_Box and Pipe Channel
Pipe_Controller_Box and Pipe Channel

Step 2

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

Meter panel
Meter panel

Step 3

I will apply textures on the Meter panel in Maya. 

Meter panel
Meter panel

Step 4

This is how it looks like from the back.

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

4. Exporting Color Map

Step 1

Isolate the Base_Plate object. 

Base_Plate
Base_Plate

Step 2

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

New From Polypaint
New From Polypaint 

Step 3

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

Texture Map
Texture Map

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. 

Clone Txtr command
Clone Txtr command

Step 5

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

Base Plate ColorBMP
Base Plate Color.BMP 

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.

Base_Plate
Base_Plate 

Step 2

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

 Create NormalMap
Create NormalMap

Step 3

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

Clone NM
Clone NM

Step 4

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

 Flip V button
Flip V button

Step 5

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

Base Plate NormalBMP
Base Plate Normal.BMP

Step 6

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

Export both normal and color maps
Export both normal and color maps 

6. Applying Texture Maps in Maya

Step 1

Open the fuel pump file in Maya.

Open Maya
Open 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.

Show  Isolate Selected  View Selected
Show > Isolate Selected > View Selected

Step 3

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

Window  Rendering Editors  Hypershade
Window > Rendering Editors > Hypershade 

Step 4

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

Attribute Editor
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.

 Blinn shade
Blinn shade

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.

Tangent Space Normals
Tangent Space Normals

Step 7

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

Base_Plate
Base_Plate 

Step 8

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

Base stand
Base stand

Step 9

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

Following the same way apply texture maps to other parts
Following the same way, apply texture maps to other parts 

Step 10

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

Texture file map
Texture file map

7. Applying Lights in Maya

Step 1

For rendering the final image, I have created a surface plane as the base floor.

Surface plane
Surface plane

Step 2

I have subdivided the plane. 

Subdivide the plane
Subdivide the plane

Step 3

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

Edit the control vertices
Edit the control vertices

Step 4

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

Make a duplicated plane
Make a duplicated plane

Step 5

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

Create  Lights  Directional Light
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. 

Use Ray Trace Shadows
Use Ray Trace Shadows

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. 

Ray Trace Shadows
Ray Trace Shadows

Step 8

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

Final Gathering
Final Gathering

Step 9

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

Production preset
Production preset

Step 10

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

Color map
Color map

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. 

Ambient Occlusion pass
Ambient Occlusion pass

Step 12

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

AO pass
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.

Apply Overlay mode
Apply Overlay mode

Step 2

I have applied some broken glass textures on the screen.

Broken glass texture
Broken glass texture

Step 3

This is the final output of the fuel pump.

Final output
Final output

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