Making of “The Tunnel” in Maya and Photoshop: Part 2
In this tutorial you will learn how to create a fantastic tunnel scene in Maya, and then add some final lighting touches in Photoshop. You will follow Abed Ibrahim through his process of modeling, texturing, shading, and rendering techniques, and finally arrive at the spectacular result that is shown here.
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Step 1
Your scene should now look like the image below, which means you are ready for the texturing, shading, and rendering stage of the tutorial!



Step 2
Go to “Window > Rendering Editors > Hypershade”.



Step 3
Create a new File Node.



Step 4
Open the “Asphalt_Floor.jpg” texture file.



Step 5
Repeat steps 2 - 4 for all of the texture files found in “Textures” folder.



Step 6
Assign the "Asphalt" material to the "Street" object.



Step 7
Select the "Street" object, and go to “Create UVs > Automatic
Mapping”.



Step 8
Go to the file placement utility “place2dTexture1”, and modify the settings as shown.



Step 9
Zoom in on the "Sewer" and assign the “Sewer_Floor.jpg” texture
file to it.



Step 10
Select the face, then go to “Create UVs > Planner Mapping”.



Step 11
Modify the following attributes for the “polyPlanarProj1”.



Step 12
Select the “Sewer” material, and
drag the “Sewer_Floor_Bump” file into its “Bump Mapping” attribute.



Step 13
Modify the “Bump Filter” as shown.



Step 14
Give a little ambient power to the “Sewer” material.



Step 15
Now select the top face of the “Sidewalk” object.



Step 16
Assign the “Sidewalk_Floor.jpg” texture to the face.



Step 17
Select the face again, and go to “Create UVs > Planar
Mapping”.



Step 18
Modify the following values for the “Poly Planar
Projection”.



Step 19
The sidewalk should now look like this.



Step 20
Create a “Cloud” 3D texture in the Hypershade window.



Step 21
Modify the attributes for the “Cloud” texture as shown. Be sure to use the eyedropper to pick the exact color.



Step 22
Select the “Sidewalk” material.



Step 23
Press on the “Cloud1” texture (sidewalk dirt) with your
“middle mouse button”, and drop it into the “Sidewalk” material's “Ambient Color”.



Step 24
Select the sidewalk brick faces, and assign the
“Sidewalk_Bricks.jpg” texture to them.



Step 25
With the faces still selected, go to “Create UVs > Automatic
Mapping”.



Step 26
Go to the texture placement utility of the “Sidewall_bricks” material and
modify the following settings.



Step 27
Drop the “Sidewalk_Bricks_Bump.jpg” texture into the “Bump
Mapping” attribute for the “sidewall_bricks” material.



Step 28
Now modify these values for the bump utility.



Step 29
Modify the texture placement utility for the “Sidewalk_Bricks_Bump.jpg” as shown.



Step 30
Create another “Cloud 3D” texture with the following values in the “Hypershade” window.



Step 31
Drop the “Cloud” in the “Diffuse” attribute of the “sidewall_bricks” material.



Step 32
Create a new “Phong” material with the following settings.



Step 33
Assign the “Phong” material to the cylinder shapes located on the left side of the tunnel.



Step 34
Create another new “Phong” material with the following settings.



Step 35
Create a new “Ramp” texture.



Step 36
Modify the “Ramp” colors as shown.



Step 37
Create a “Sample Info” utility.



Step 38
Select the “Sampler Info” utility using “Ctrl + middle mouse button”, then drag and drop it over the “Ramp” texture, to connect two attributes together using the “Connection Editor”.



Step 39
After the “Connection Editor” window has popped up, connect the “Facing Ratio” in the left menu, with the “vCoord” in the right menu.



Step 40
Now select the “car_trace2” material, and drop the “car_trace2_transperancy” ramp into the “Transparency” attribute.



Step 41
Assign the “car_trace2” material to the long thin poly planes, located on the right side of the tunnel.



Step 42
Create a new “Lambert” material with the following
color, then assign it to the street lines in the center.



Step 43
Create another new “Lambert” material, change the color to white, then assign it to the street lines on both sides.



Step 44
Select the "Tunnel" object, then assign the “Tunnel_Walls.jpg” texture file to it.



Step 45
Change the material type to “Blinn”, and rename it “Tunnel_Walls”.



Step 46
Select the "Tunnel" object, then go to “Create UVs > Cylindrical Mapping”.



Step 47
The "Tunnel" object should now look like this if you turn on “Hardware Texturing and Lights”:



Step 48
Select the "Tunnel" object, then go to “Mesh > Sculpt Geometry Tool” and open up the option box.



Step 49
Reset the tool, then modify the following attributes.



Step 50
Begin sculpting the "Tunnel" object, changing the axis from time to time to create some light curls and bumps in the surface.



Step 51
Drop the “Tunnel_Walls_Bump.jpg” texture into the “Bump
Mapping” slot of the “Tunnel_Walls” material.



Step 52
Adjust the "Bump" attributes as shown.



Step 53
Drop the “Tunnel_Walls_Diffuse.jpg” texture into the
“Diffuse” attribute of the “Tunnel_walls” material.



Step 54
Now adjust the “Tunnel_Walls” material to look exactly as shown.



Step 55
Create a new “Point Light” with the following settings.



Step 56
Place the new point light at the end of the Tunnel.



Step 57
Optionally, you can delete the bottom half of the "Tunnel" mesh to reduce render times. To do this, use the “Cut Face Tool”, select the bottom half, then press delete.



Step 58
Open the “Render Settings” window, and adjust to the following settings.



Step 59
Switch on the “Quality” tab, and adjust the following settings.



Step 60
Select your “Renderable Camera”, then hit the “Render the current frame” button.



Step 61
We are done the texturing, lighting, and rendering part of the project. You should now have a render that looks something like this. Stay tuned for the “Post-Production” stage, where we will create some subtle lighting effects and finishing touches in Photoshop.


