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In this tutorial, we will make a simple butterfly and animate it.
Figure 1. Click here to view larger image.
Step 1 Start Maya. Go to Side view. Select EP Curve tool.
Figure 2. Click here to view larger image.
Step 2 Draw a profile curve for the main body of butterfly.
Figure 3. Click here to view larger image. Step 3 Right-click on the Curve and select Vertex mode.
Step 4 Refine the shape by moving vertices using move tool. Click here to view larger image.Figure 4. .
. go to Surfaces > Revolve. Step 5 Make sure “Surfeces” menu-set is selected („F4‟ is shortcut for Surface menu -set).Figure 5. Click here to view larger image. While the curve is still selected.
. Click here to view larger image. Step 6 You will get the geometry for the main body like below.Figure 6.
Figure 7. . Click here to view larger image. draw the shape for right-wing. Step 7 Again using EP Curve tool.
.Figure 8. Click here to view larger image. Step 8 Choose Edit Curves > Open/Close Curves to close the curve.
Figure 9. Step 9 Click Surfaces > Planar. Click here to view larger image. .
Step 10 You will have a wing geometry as below.Figure 10. . Click here to view larger image.
Figure 11. Click here to view larger image. press „3‟. . Step 11 To see it at smooth level -3.
Figure 12. Step 12 Right-click on the wing curve. . Click here to view larger image. Go to vertex mode and move vertices to reshape the wing as you want.
. Click here to view larger image.... . Step 13 More tweaking and refining........Figure 13.
Figure 14. So. Step 14 For rotating (Flapping) purpose of the wings we should place the Pivot at appropriate place so that it can rotate around the proper center. Select the wing surface and press INSERT to Pivot editing mode and move the Pivot as shown below . Click here to view larger image.
Figure 15. Click Delete by Type > History . Click here to view larger image. So it‟s a good idea to delete the History at this stage. We do not need the profile curves for body and wing anymore. Step 15 Press INSERT again to exit the Pivot editing mode.
select the right wing and choose Edit menu and click the Option box icon for Duplicate Special command. Step 16 To get the left wing. Click here to view larger image. .Figure 16.
set the Scale = -1 and click Duplicate Special.Figure 17. Click here to view larger image. . Step 17 In the Duplicate Special Option box.
Step 18 Move the wing to the left so it is placed in the appropriate place. . Click here to view larger image.Figure 18.
Click here to view larger image.Figure 19. choose again the EP Curve tool and draw a curve as shown below. . Step 19 For making antenna.
Click here to view larger image. Step 20 Click on Circle icon to have a Circle in the center of the view. .Figure 20.
. Then SHIFT+Click the antenna curve. Click here to view larger image.Figure 21. Step 21 Move the circle up as show below.
Figure 22. Step 22 Apply Surface > Extrude. Click here to view larger image. .
. Click here to view larger image.Figure 23. Step 23 You will get a extruded shape for the antenna geometry. But it‟s not in the proper place and also we do not want to have so thick antenna.
. Step 24 Press CTRL+A to open the Attribute Editor > extrude1 tab. Click here to view larger image.Figure 24.
Step 25 In the Extrude History group. Check “Fixed Path” option. .Figure 25. Make sure other option “Use Profile Normal” is also checked. select “Component Pivot” as Use Component Pivot type. Click here to view larger image.
1 or even lower value. select the circle again and under Attribute Editor > makeNurbCircle1. Click here to view larger image. set the radius = 0. . Step 26 Now.Figure 26.
Click here to view larger image. Step 27 Again under extrude1 tab.Figure 27.0 in the Extrude History parameters group. . set the Scale = 0.
. Click here to view larger image. Step 28 Again apply Edit > Delete by Type > History.Figure 28.
Click here to view larger image.Figure 29. apply Edit > Duplicate Special to get the left antenna as well. . Step 29 While the antenna geometry is selected.
choose Window > Outliner. Click here to view larger image.Figure 30. . Step 30 We do not need the curves now. So.
. Click here to view larger image.Figure 31. Step 31 In the Outliner. Select all the curves by CTRL+Select method and press DELETE.
Figure 32. Click here to view larger image.
Step 32 Now there is no unnecessary curves in our scene.
Figure 33. Click here to view larger image. Step 33 Select the middle main body and change the name of it to “main body” in the channel box.
Figure 34. Click here to view larger image.
Step 34 Rename the body‟s other individual parts as well.
Figure 35. Click “Save”. Click here to view larger image. . Step 35 Click Animation Preference button at the bottom-right corner of Maya Window and choose Playback end at 100 and Animation end at 100.
For this. Click here to view larger image. Repeat the same for other three parts as well. select the right wing and then SHIFT+Select the main body. Press „P‟ to make the main body as parent of the right-wing. .Figure 36. Step 36 We will now make the hierarchy for the body as we want all wings and antennas to be driven with the main body.
Step 37 Now. . Click here to view larger image. select the main body and rotate it 90 degree around Z axis.Figure 37.
Do the same for right wing as well. but it will neutralize the present transforms value to Zero so that we can rotate or move it starting from 0 (zero). . Step 38 Select the left wing and choose Modify > Freeze Transformations.Figure 38. Click here to view larger image. It will not lock the transformations.
Click here to view larger image. Step 39 Go to Frame no. . Drag+Select all three Rotate parameters‟ name.1 if you are already not there.Figure 39. Select both the wings and in the channel box.
Step 40 Right-click and choose Key Selected.Figure 40. Click here to view larger image. .
It will turn red to indicate that auto-keyframing active. Click here to view larger image. Step 41 Select the right wing. Click “Auto Keyframe Toggle” button. 5. Go to frame no. .Figure 41.
5 for the right wing. Step 42 Rotate the wing -45 degree around Y axis.Figure 42. . Click here to view larger image. Now a keyframe is automatically set at frame no.
select the left wing. . Click here to view larger image.Figure 43. Rotate it 45 degree around Y axis. 5. Step 43 While you are still at frame no.
Step 44 Go to frame no. 10 and set the Y rotations back at 0 for both the wings.Figure 44. . Click here to view larger image.
rotate the right wing 45 degree and left wing -45 degree around Y axis. 15. This time. Step 45 Go to frame no. . Click here to view larger image.Figure 45.
. 20 and set the Y rotation for both the wings back at 0 degree.Figure 46. Step 46 Go to frame no. Click here to view larger image.
Figure 47. Click here to view larger image.
Step 47 We have got a single-loop animation from 0 – 20 frames for both the wings. We will make this animation to be repeated all the way of the animation using Graph Editor. Select the right wing. Choose Window > Animation Editors > Graph Editor.
Figure 48. Click here to view larger image. Step 48 You will see a sine wave against “Rotate Y” in the Graph Editor window.
Figure 49. Click here to view larger image.
Step 49 Choose Curves > Post Infinity > Cycle.
Step 50 To get the infinity graph visible apply View > Infinity. .Figure 50. Click here to view larger image.
Figure 51. Click here to view larger image. . You will see the infinite sine wave of looped animation for the right wing. Step 51 Then zoom-out by ALT+Right-mouse Drag in the graph window to see the.
Step 52 Repeat the last 5 steps for the left wing as well.Figure 52. Click here to view larger image. .
Figure 53. Click here to view larger image.
Step 53 To drive the butterfly on a path create an EP Curve in the Top View like below or as you want.
Figure 54. Click here to view larger image. Step 54 Select the butterfly‟s main body and SHIFT+Select the new path curve. Choose “Animation” menu-set („F2‟ is the short-cut).
Figure 55. Click here to view larger image.
Step 55 Choose Animate > Motions Paths > Attach to Motion Path.
Figure 56. . but orientation is wrong. Step 56 Go to Perspective view and play the animation. The butterfly is moving through the path. Click here to view larger image.
. Click here to view larger image. Step 57 To correct this problem. we have to edit Motion Path Attributes. set the Front Axis = Y and Up Axis = X in the Motion Path Attributes group.Figure 57. Open the Attributes Editor and under “motionPath1” tab.
Your butterfly should now move over the path while flapping its wings. Click here to view larger image. Step 58 Zoom-in and Play the animation. .Figure 58. That‟s all of the animation.
Click here to view larger image.Figure 59. .
Click here to view larger image.BURNING ROPE IN AUTODESK MAYA . we will make an animation of simple burning rope. This time I am going to show you how to create an basic and simple animation in Maya. Burning Rope Animation. Let’s start with making a profile for the rope.TUTORIAL FOR BEGINNERS Hi. I hope you liked the tutorial that I created on basic materials. and welcome back. The topic would be create a burning rope and the final result would be as shown below. Step One In this tutorial. Click EP Curve .
creation icon. Figure 2. draw a curve line as shown below or as your wish. . Click here to view larger image. Step Two Then in the Side viewport.
. Click here to view larger image.Figure 3. Step Three Choose “Rendering” menu-set from the Menu-set drop down list located at the top-left corner of the Maya window.
Step Four Select the curve we have just drawn (if it is not selected).Figure 3. Then choose Window > General Editors > Visor. . Click here to view larger image.
. Step Five Under the Paint Effects (tab).Figure 4.mel”. in the left category-list. Then choose the paint effect “wickerTubeProc. choose “Fibers” category. Click here to view larger image.
Figure 5. Choose Paint Effects > Curve Utilities > Attach Brush to Curves. Step Six Make sure. the curve is still selected in the view. . Click here to view larger image.
Figure 6. Click here to view larger image. Thus it got the fiber rope shape. . Step Seven The rope-like fiber paint effect is now prolonged through the curve.
Figure 7. You will see a pretty nice rope image rendered. Click here to view larger image. Step Eight Click “Render Current Frame” icon. .
Click here to view larger image. . Step Nine Set the animation/playback end frame to 100.Figure 8.
Click here to view larger image. you are at the Frame No. 1 of the animation. Expand (if necessary) the End Bounds groups under the attributes for strokeShape1. . Step Ten Open the Attribute Editor for strokeShape1.0. Make sure.Figure 9. Default “Min Clip” should have been set to 0. Leave this at this value and right-click on Min Clip and then choose “Set Key”.
Then again right-click and choose “Set Key”. .Figure 10. Set the Min Clip value = 1. Step Eleven Go to Frame No. 100. Click here to view larger image.
Click here to view larger image. .Figure 11. 29). Step Twelve Play the animation and notice any frame (for example frame no.
Figure 12. . 1. See the result. Step Thirteen Render the view at Frame No. Click here to view larger image.
Click here to view larger image. . Step Fourteen Render Frame No. You will see that the rope is going to be exhausted at the end of the animation.Figure 13. This is what we want exactly for the rope. 99 and see the result. But where is that fire which is burning this rope? Let‟s make that fire.
So instead.Figure 14. Choose Window > Outliner. . Step Fifteen When more than one object is in the view at the same place it is a bit difficult to select the desired object in viewport directly. we will select the object from objects‟ Outliner. Click here to view larger image.
you will see 3 items are listed other than the default items and “Stroke1” is highlighted as this was the last selected object.Figure 15. Click here to view larger image. Step Sixteen In the Outliner window. .
So. Step Seventeen We want to drive the fire on the same path curve that we drawn at the very beginning. .Figure 16. Click here to view larger image. select “Curve1” in the Outliner. It will be selected in the view as well.
Figure 17. Step Eighteen Open the Visor window again (or restore it if you minimized it) and choose “glows” category this time. Then select “sunRise.mel”. . Click here to view larger image.
choose Paint Effects > Curve Utilities > Attach Brush to Curves. .Figure 18. Click here to view larger image. Step Nineteen While curve1 is still selected.
. Step Twenty The paint effect will be placed at the bottom of the curve.Figure 19. Click here to view larger image.
The orientation of the fire is not right. . It should face upward. Step Twenty One Render Frame No. Click here to view larger image. 1 and see the result.Figure 20.
Click here to view larger image. Step Twenty Two To correct this. go to attributes for sunRise1 and then expand “Tubes” group. .Figure 21.
Figure 22. Click here to view larger image. choose “Along Path” as Tube Direction. . Step Twenty Three Under Tubes > Creation > Width Scale.
Step Twenty Four Choose Path Follow = -0. .Figure 23. Click here to view larger image.5 under Tubes > Forces.
Figure 24. . Step Twenty Five Render Frame No. Click here to view larger image. Now the fire direction is what we want. 1.
Click here to view larger image. While Min Clip is set to 0.Figure 25. Step Twenty Six While you are at Frame No. . 1. go to the attributes for strokeShape2.00 by default under End Bounds set the key for Min Clip.
. Set Min Clip = 1 and then set the key. 100. Click here to view larger image.Figure 26. Step Twenty Seven Go to Frame No.
Click here to view larger image. See the result. Step Twenty Eight Render Frame No.Figure 27. 50. .
. Click here to view larger image.Figure 28. Step Twenty Nine Render Frame No. See the result. 99.
. Nothing is in the view. 100. Step Thirty Render Frame no. Click here to view larger image.Figure 29. The destructive fire has eaten up the entire rope. Hooray! Your animation is done.
Step Thirty One Let‟s render an entire animation. Click here to view larger image.Figure 30. Choose Window > Rendering Editor > Render Settings. .
We should change all the three parameters here to get this small animation movie. Proceed to Common tab > Image File Output group. . Step Thirty Two In the Render Settings dialogue box.Figure 31. Click here to view larger image. We need not use other renderer for this animation. leave “Maya Software” Renderer as the render engine.
Step Thirty Three . Click here to view larger image.Figure 32.
.Change the File name prefix to “Burning_Rope” and choose AVI (avi) as the Image format.ext(Multi Frame). The middle parameter (Frame/Animation ext) will be automatically changed to name.
Codec.Figure 33. Click here to view larger image. . you can choose this for now. Step Thirty Four AVI (Audio Visual Interface ) is a common format for PC Screen movie. Step Thirty Five My favorite codec is “Microsoft Windows Media Video” as it maintains the balance between quality and file-size (at least I think it appropriate for my own PC so far). May be. Let‟s change it compression type i. Figure 34. Click here to view larger image.e.
Step Thirty Six Just below the Compression button. Click here to view larger image. .Figure 35. set the End Frame = 100.
. Step Thirty Seven Then adjust the output size as per your requirement. Click here to view larger image.Figure 36.
. Click here to view larger image.Figure 37.
We have not placed any light in the scene. Unchecked) in the Re nder Options group. Figure 38. So the default lighting was a must for rendering this fiber paint effect. lighting is necessary. Click here to view larger image.mel” (which we used as the rope). Step Thirty Nine The fire is still there. But there is no rope.Step Thirty Eight Now let‟s see what happens if we render the current frame after setting the “Enable Default Light” to OFF mode (i. But for the rendering of some visor paint effect items such as the fiber “wickerTubeProc1. .e.
. Step Forty Set the “Enable Default Light” back to ON and render the current frame (No. This time it‟s OK. Click here to view larger image.Figure 39.1).
Figure 40. Close the Render Settings dialogue box. go to Maya Software tab and choose “Production Quality” from the Quality drop-down list under Anti-Aliasing group. . Click here to view larger image. Step Forty One If you want to get a better quality output.
Figure 41. Step Forty Two . Click here to view larger image.
Choose Render > Batch Render. The codec I have chosen (Microsoft Windows Media Video) need not take much time to render out the movie. Click here to view larger image. Step Forty Three Maya is rendering the AVI movie. . Figure 42.
Click here to view larger image. .Figure 43. Step Forty Four After rendering is finished. you can see the output AVI location though we could set the output location if we did set the project at the beginning (or while working with the animation) from File menu.
Step Forty Five Go to the output location and play the animation. you will render the animation sequence in TGA/TIF or such good quality format and then import them to a composition program (such as After Effects etc.) and get the final output from there. However. Click here to view larger image. In your own real projects. May be. this is just a practice. we could set the animation range to a longer period so that the animation could be more smooth.Figure 44. .
(for intermediate) MODELING A COCA COLA BOTTLE . Click here to view larger image.Figure 45.
Alright. Although. you may think making a bottle is trivial.01). I will also try to give you some tips. Here are some of the images I found on the Internet – simply search for "Coca-Cola Bottle” in Google and you should find tons of good references (Fig. we start off by trying to find as many references as we can to make our life easier during the modeling process. it is easy to overlook some of the tiny details that make your final image more desirable to look at. which can help with your workflow when you are modeling in Maya. .Introduction This tutorial is intended to show you how to make a Coca-Cola bottle using Maya.
We divide the model into three major parts (Top .Middle Bottom). This way it is easier for us to deal with each part and also decide what technique to use next (Fig. 01 In this tutorial we are going to make the "Coca-Cola Classic” since it has some complex details. .02).Fig.
Fig. 02 .
Fig. 03 Make sure that the image plane's Center X is a negative value so it won't block your model (Fig.03). .04).Step 1 First we need to set up our "Image Plane” for the side view in Maya (Fig.
05). hit insert and make sure the pivot is somewhere in center of the bottle (Fig.Fig. . 04 Step 2: Modelling the middle part To model the middle part we simply start with an "EP curve tool” to create half silhouette of the bottle. While EP Curve is selected.
06). 05 Next select Surfaces > Revolve and leave it set to the default options.Fig. we have a base shape to work with (Fig. . Now.
06 Since this shape is a NURBS surface. we need to convert it to a Polygon mesh. Set the options to the following and then hit Apply: Type: Quad Tessellation method: General . So go to Modify > Convert > "NURBS to Polygons Options”.Fig.
U type: Per span # iso params Number U: 1 V Type: Per span # of iso params Number V: 3 The reason we want the U. V to be set (1. you can clearly see that we have lost some of the curvature. The reason we added these edges is to give more . 07 Now under Edit Mesh select "Insert Edge Loop Tool” and add some new edges around areas as you see in the following image. Fig. but don't worry as we can apply a mesh smooth on it later (Fig. use Select >Select Edge Loop Tool to select the new edges we just made and simply hit "R” and scale them towards the inside a bit.07). If you compare the poly version to the original NURBS surface. so simply just delete it. Also. we no longer need the NURBS surface. 3) is because we don't want our poly shape to lose much of its detail while still as a Low Poly. Then.
08 Tip: While the middle object is selected.09). Fig. .08). Please note that this feature is only available for Maya 2008 and higher (Fig. as you can see from the reference image (Fig. press”3” on your keyboard to see the poly in smooth preview. Press "1” to go back to normal mode.depth to those areas.
then "Duplicate” the other half as an instance (Fig.Fig. .10). 09 Select half of the object and delete it.
move the vertices according to following image.11).Fig. Try your best to match the vertices as close as possible to the reference image (Fig. 10 Next. .
12 – Fig.Fig. similar to the following images (Fig. 11 Step 3: Modeling the top part Select the edges of bottle and extrude them.14) .
14 Modeling the Cap and Treads We start off by making a poly cylinder with the following parameters: Radius: 2.72 Height: 2.484 Subdivision Axis: 20 Subdivision Height: 1 Subdivision Caps: 1 .Fig.
Select the lower vertices and scale them towards the outside a bit. Use the following image as a guide (Fig. 15 Make a "poly Pipe” and position it under the cap. Fig. Select the lower border and extrude it towards the inside.16). At this point.15). then delete the lower cap. you're almost done with the cap (Fig. .
You can use Vertex snap tools by holding "V” to make sure the tread is aligned properly.17). make a triangular tread and align it with a cap door. Here is one of them I came up with. 16 Now. Make sure the pivot is exactly in the center of cap. make a simple "poly Sphere” and set its parameters to the following: Radius: 7.5321 Subdivisions Axis: 20 .Fig. First. Fig. 17 Step 4: Modeling the bottom part There are many different techniques that can be used to tackle the bottom part. Press "E” to switch to rotate mode then "Duplicate” it to make 20 treads (Fig.
Subdivision Height: 8 Make sure the sphere radius is close to the radius of middle part. don't worry if they don't match exactly inch by inch together because we will merge them together later. . Fig. don't worry about that as later we will add and delete some edges to the middle part to match it with the bottom part (Fig.18). so we can delete the upper half of the sphere (Fig. 18 Use Select >Select Edge Loop Tool to add a new edge to the sphere where the middle part ends. Again. Also. you notice that the number of subdivisions differs for each part.19).
Fig. While they are still selected move them up on the "Y” axis to line up with its upper edge. . See the following image and use it as your guide (Fig.20). 19 Select all vertices at the bottom of sphere and scale them on the "Y” axis until they are lined up.
21). 20 Here is what you should have so far. Press "3” to see the object in smooth preview (Fig. .Fig.
This way. Assign a red color material to those polys that we don't need to work with.Fig.22). . 21 Next. you can focus on other parts and won't get confused later when we extrude the polys between them (Fig. add new edge loops at the end of the bottom part.
try to extrude the polygons at the center to something similar to following image (Fig.23). 22 Now.Fig. .
. 23 Next.Fig.24). we select the polys between those polys we already colored and extrude them two times towards the inside. I have selected the edges where the second extrude should occur for your guide (Fig.
I also assigned a nice default Blinn shader to it so we no longer see the red areas (Fig. .Fig. 24 Here is what we have so far.25).
Simply combine and merge them. .Fig. 25 Step 5: Connecting parts together First we merge the two halves of the middle part together.
As we saw earlier in this tutorial. To fix this problem.27).Now it is time to connect the middle part to the bottom and merge them together. 26 . we add some new edge loops to the middle part to match the edges of bottom and then we simply delete all the old edges that don't match (Fig. Fig.26 & Fig. the number of subdivisions differed for both the middle and bottom parts.
Call the new object "Bottle” (Fig. Simply. merge all the vertices together and extrude the middle towards the inside where the middle and bottom part are connected.29). 28 Step 6: Adding extra details to middle part In this step. 27 Once you are done. In this model we need to have four slots (Fig. move the vertices and extrude their faces to make a basic slot.28). we are going to add more definition to the middle part. Fig. .Fig.
Tip: if you feel the bottle needs to be a bit fatter. make sure you hold "Ctrl” while scaling the object on the "Y” axis. At this stage we are done with the modeling part (Fig. make sure you delete the history of all of the objects before combining them. 29 Step 7: Combining parts This is a simple step. Combine all the objects except the cap's treads and call it "Coca_Bottle” or whatever you like. The reason we don't combine the treads with the rest of objects is that once we apply mesh smooth to them they get rounded and that is not something we want.Fig. This way you are scaling the object on both the "X” and "Z” axis simultaneously. Also. .30). Here is the final model after applying mesh smooth.
Select "Coca_Bottle” in the scene and export it as an obj. 30 Step 8: UV Mapping To setup the UVs I used "UV Layout 2”.Fig. Load the obj file in "UV Layout 2” and layout the UVs as .
32). UV mapping the cap's treads can be easily done in Maya using simple planar maps.com/index. We apply a planar map to one tread and then we transfer its UV information to the rest of the 19 treads. Here is the link:http://www. 31 Once you are done with the UVs. I am not going to cover how to use UV layout in this tutorial.uvlayout.31).follows (Fig. . This way all the UVs pile up exactly on top of each other (Fig. export the model back into Maya. but if you are not familiar with it you can easily learn it by following the tutorials that's on their website.php?option=com_wrapper&Itemid=97 Fig.
select the object that has the proper UV layout and then the second object with no proper UV layout and go to Mesh > Transfer Attribute Options. 32 Transfer UV maps To transfer one object's UV map to another object. Merge all the treads to one object.33). all the UVs should pile perfectly up on top of each other. set the options as following (Fig.Fig. Call the . In this case. Once you are done. Do this step for the rest of the 19 treads.
Once UTE pops up. and then go to the UV Texture Editor.new object "Cap's Tread” Fig. Set its options to those shown in Fig.34. go to Polygons > UV Snapshot. 33 Step 9: Exporting "Coca_Bottle” UV to Photoshop for bump mapping Select "Coca_Bottle”. .
Call the new layer "UV_reference” and hit ok (Fig.35). 34 Step 10: Setting up a UV as a guide in Photoshop Once the UV image is loaded in Photoshop.Fig. press "Ctrl+I” to invert the colors. . Double click on the lock icon to pop up the new layer window.
35 While the "UV Reference” layer is selected. . change its style from "Normal” to "Multiply” so that you can see the layers underneath. Make a new layer under the "UV Reference” and call it "Bump” (Fig.Fig.36).
. we need to gather some images together to draw the Coca-Cola logo. 36 Now. I used the following texture (Fig. To make the small dots under the logo.37).Fig. and small dots on our bottle.
which is a nice high resolution image with transparency. Simply.38).40). convert the color to white with a black background (Fig. 37 The rest of the small dots can be simply made by using the "Ellipse Tool” in Photoshop and duplicating them using "Alt+Drag” (Fig.Fig. 38 Here is a Coca-Cola logo that I found on Google. .39 & Fig. Fig.
Fig. 39 Fig.41). you can start aligning them on the UV we exported from Maya. 40 Now that we have all the images we need. . Here is what I came up with (Fig.
Fig. Step 11: Setup bump map in Maya Simply make a blinn shader and apply our texture ("CocaCola_Bump.tga”. 41 Save the final image in tga format and name it "CocaCola_Bump.tga”) to its Bump mapping section. Try to reduce the "Bump depth” to something around .
44). make sure reflection is set to zero (Fig. Also.040. 42 .42 – Fig.0. Fig.
"High quality” are all checked.Fig. so we can see what our bump map looks like in the viewport.45). You should get something similar to this (Fig. Make sure "Smooth shade all”. 44 Apply the Blinn shader to our Coca-Cola bottle. "Textured”. .
Fig. 45 .
And here is the final Coca-Cola bottle (Fig.46 – Fig. Fig.47). 46 .
Please feel free to email me at in case you have any questions or problems regarding this tutorial. 47 Conclusion I hope you have enjoyed this tutorial and the information in it was useful for you.Fig. Also keep in mind that the technique that I describe here can be applied in a similar way to any 3D packages out there. .