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Texturing Moom

Senior and Moom


Junior Assets and
UVs
Setting up Walkman for Moom JR.

1. Assign standard
surface to model.
2. Label Walkman_SS
3. Plug in UV Map
through clicking the
checker in the colour
channel and then
selecting file.
4. Go to file node
(should be able to
click the rectangle
box with an arrow
on the left of it in
the colour channel).
5. Click file icon >
select UV Walkman
map from the source
Images folder.
6. Don’t have to
change any
additional settings,
can leave as it/
Corrected any UV mistakes so there wasn’t any colours where they shouldn’t be.

Before:

After.
Looking a bit bland so added some scratches to
the surface.
Texture used:
1. Assign three standard surface
Setting up Name Tag for Moom JR. materials to the tag
components (the clip and rivet
share the same shader.)
2. Label main part of the tag >
Tag_SS. Then label the plastic
loop > Plastic_SS. Then label
the clip and rivet Metal_SS
3. Convert colour channels to file
1. nodes and plug in the UV map
2. for all three materials.
3.
4. Tag_SS > don’t have to change any of the channel settings can leave as is.

1.
2.
3.
4.
5. Metal_SS > set metalness to 0.866 > specular wirght to 0.544 > colour light grey (use slider as reference) >
roughness to 0.275 > then go up to presets > down to car_paint_metallic >set blend to 10%. > then jump to file
node > down to colour balance tab > set exposure to 2.062.
1.
2.
3.
4.
5.
6. Plastic_SS > set specular weight to 0.869 > roughness to 0.234. > then go to file node > colour balance tab > set
exposure to 1.375. go back to main attributes

7. > go down to transmission tab > set transmission weight to 0.803 > depth to 34 > scatter to a dark grey >then
go up to presets > click and go down to plastic > set to blend 25%.
Textures used:
Setting up Hair and Headphones for Moom JR.

1. Select Hair model.


2. Create new aiSurfaceShader > name MOOM_JR_Hair_SS
3. Set colour to dark brown in base.
4. Set specular settings to: Weight 0.484 > colour off white and roughness to 0.699.

1. Select Outer Headphone models. 1. Select Inner Headphone models.


2. Create new aiSurfaceShader > name 2. Create new aiSurfaceShader > name
Headphone_Plastic_SS Headphone_Foam_SS
3. Set colour to dark grey in base. 3. Set colour to black in base.
4. Set specular settings to: Weight 1 > colour white 4. Set specular settings to: Weight 1 > colour white
and roughness to 0.353. and roughness to 0.869.
Setting Up Hair, Tie and Glasses for Moom Sr.

1. Select tie model.


2. Create new aiSurfaceShader > name Moom_Sr_Tie_SS
3. Set up file node in the colour channel to plug Tie UVs into.
4. Then go back to main attributes and set specular colour settings to: Weight 0.656 > colour to a light grey
and roughness to 0.522.
1. Select hair model.
2. Create new
aiSurfaceShader > name
MOOM_SR_Hair_SS
3. Set colour to a mid grey
in base.
4. Set specular setting to:
Weight 0.425 > colour
grey and roughness to
0.738.
Setting Up Hair, Tie and Glasses for Moom Sr: Pt2.
1. Select Glasses Frames model.
2. Create new aiSurfaceShader > name
Glasses_Frames_SS
3. Set colour to a black in base.
4. Set specular settings to: Weight 1 >
colour white and roughness to 0.100.

1. Select Glasses Lens


models.
2. Create new
aiSurfaceShader > name
Glasses_Lens_SS
3. Go to presets > plastic >
blend 90%
4. Set specular settings to:
roughness to 0.098
5. Set transmission settings
to: weight 0.919
6. Should see a slight
refraction in the lens once
complete
Applying UVs to Moom Sr.
Plug in UVs into the body
colour channel using a file
node. Make sure the Moom
geometry is editable (turn R
mode off).
Once done with body UVs set
layer back to R so you don’t
accidently alter mesh when
animating.

I began by blocking the colour on the


UVs in Photoshop and proceed to
make corrections where needed so
there was no mismatching lines.
Made the required corrections. Colour still
wasn’t right – found out it was down to the
subsurface on Moom so created a subsurface
map to plug in to the channel.

• Select Collar and Sleeves models.


• Then colour matched the sleeves and collar shader to
that of Moom Sr’s Uvs using the eye dropper tool in the
colour node. (label this shader Collar_n_Sleeves_SS)
• I then brought the specular colour down and upped the
roughness to 0.494.
Moom Sr Outcome:

Textures used:
Applying UVs to Bellhop Moom Jr.

• Make sure the Moom geometry is


editable (turn R mode off). Plug in
UVs into the body colour channel
using a file node. Repeat for the
subsurface channel.
• Once done with body UVs set layer
back to R so you don’t accidently
alter mesh when animating.
• To set up assets refer above to
setting up Moom Jr.
Applying UVs to Bellhop Moom Jr.
1. Select hat model.
2. Create new
aiSurfaceShader > name
Hat_SS
3. Set colour to a file node in
base and plug in map.
4. Set specular settings to:
Weight 0.484 > colour grey
and roughness to 0.506.
1. Select Collar model.
2. Create new aiSurfaceShader >
name Collar_SS
3. Set colour to a file node in
base and plug in map.
4. Set specular settings to: Weight
0.463 > colour dark grey and
roughness to 0.463.

1. Select Sleeve cuff models.


2. Create new aiSurfaceShader > name
Sleeve_Cuff_SS
3. Set colour to red in base and use
Eye dropper tool to colour match.
4. Set specular settings to: Weight
0.531 > colour mid grey and
roughness to 0.497.
Bellhop Moom Jr Outcome:
Applying UVs to Launderette Moom Jr.

• Make sure the Moom


geometry is editable (turn R
mode off). Plug in UVs into
the body colour channel
using a file node. Repeat for
the subsurface channel.
• Once done with body UVs
set layer back to R so you
don’t accidently alter mesh
when animating.
• To set up assets refer above
to setting up Moom Jr.
Setting Up Assets for Launderette Moom Jr.

1. Select Collar and Sleeves models.


2. Create new aiSurfaceShader > name Collar_Sleeves_SS
3. Set colour to light blue in base and use Eye dropper tool to colour match.
4. Set specular settings to: Weight 0.566 > colour mid grey and roughness to 0.622.

1. Select headscarf models.


2. Create new aiSurfaceShader > name Head_Scarf_SS
3. Set colour to file node in base and plug in headscarf map.
4. Set specular settings to: Weight 0.575 > colour mid grey and roughness to 0.566.
Launderette Moom Jr Outcome:

Textures used:
Applying UVs to Diner Moom Jr.

• Make sure the Moom geometry is


editable (turn R mode off). Plug
in UVs into the body colour
channel using a file node. Repeat
for the subsurface channel.
• Once done with body UVs set
layer back to R so you don’t
accidently alter mesh when
animating.
• To set up assets refer above to
setting up Moom Jr.
Setting Up Assets for Diner Moom Jr.

1. Select bow Tie model.


2. Create new aiSurfaceShader > name Bow_Tie_SS
3. Set colour to file node in base and plug in diner Moom accessories map.
4. Set specular settings to: Weight 0.562 > colour mid grey and roughness to 0.891.

1. Select Collar and Sleeves models.


2. Create new aiSurfaceShader > name Collar_Shirt_Sleeves_SS
3. Set colour to dark grey in base and use Eye dropper tool to colour match.
4. Set specular settings to: Weight 0.506 > colour off white and roughness to 0.641.
Setting Up Assets for Diner Moom Jr. 1. Select shakes base plate model.
2. Create new aiSurfaceShader > name
Skates_Plate_SS
3. In base set colour to file node in base
and plug skates base map. > up
metalness to 0.538
4. Set specular settings to: Weight 1 >
colour white and roughness to 0.050.
1. Select shakes wheel models.
2. Create new aiSurfaceShader > name Skates_Wheels_SS
3. In base set colour to file node in base and plug skates
wheels map
4. Set specular settings to: Weight 1 > colour white and
roughness to 0.228.

1. Select shakes rubber stopper model.


2. Create new aiSurfaceShader > name Rubber_Stopper_SS
3. In base set colour to file node in base and plug skates base map
4. Set specular settings to: Weight 1 > colour white and roughness to 0.622 > then go up to presets and down to wax > set
blend to 25%.
Diner Moom Jr Outcome:

Textures used: Testing out textures.

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