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Book Texturing

Pt3.
Dirtying up the Book: In Photoshop.

• I then looked at using a concrete image to recreate dirt on the book


cover and to blend some of the patterning form the leather.
• To do this I set the concrete image to black and white and upped the
levels. > here I also saved the image out to then use later for the
ground plane in maya.
• From there I then copied the concrete image to the UV work file >
scaled up > set to multiply and then lowered the opacity to blend on
with the book cover.
• Here I also copied the concrete layer to the specular group.
Applying New Concrete Texture to Ground Plane.
• In Maya open up the hyper shade
(HS) and middle mouse drag the
Ground plane node down to the work
area. > from there select the node
and graph the network (symbol on
the left with the 2 arrows).
• From there I then created a file from the
materials bar in the HS. > with this file
node I named it concrete and then
proceeded to input the concrete map I
saved out earlier in Photoshop.

• I then hit the Tab key on the keyboard to


bring up the HS search bar and typed in rgba
and selected the ailayersRgba node. With this
node I then enables me you use the concrete
file as an overlay in the render view.
Applying New Concrete Texture to Ground Plane: Pt 2.

• Will want to use 2 layers in from the Rgba layers node > so enable the
2nd layer channel and then plug in the wood texture map to layer 1 input
node (can do this by middle mouse dragging to the input) and then
repeat for the concrete file node to layer 2 input channel.
• From there on the layer 2 set the operation to multiply and lower the
image file opacity to blend in with the ground plane in the render view.

• But before we can do


that we have to
connect the layer node
to the ground plane
shader > to do this we
can middle mouse drag
the layer node to the
colour channel to the
ground shader.
Dirtying up the Book using Concrete Image Outcome:
Adding Book Details.
• To begin with I started by applying the Save black and whit
book details to the bump map. With details out as a tiff >save
this I found I had to add an invert layer as mask
to correct the bump surface on the
book so the correct areas was being
raised and debossed.
• From there I then set the book details
to multiply and lowered the opacity to
blend with the book details.

• From there I then jumped back


into maya and cleared the work
area in the HS so I can the work
on the book cover (to do this I
clicked the symbol with the
starts in the box) and then
middle mouse dragged the
book cover shader to the work
area and then graphed the
network.
• I then reinputted the new bump map and upped the bump
depth so pattern could be seen.
Adding Book Details: Pt2.

Before. After.

• From there to get the pattern to show more I changed


the bump map settings from raw to RGB and set alpha as
luminesce to get the details to show in the render view >
here I also amended the bump depth to 0.020 so the
bump wasn’t too strong.
• Then in Photoshop I adjust the bump curves and add a
gaussian blur to the bump map to help smooth the
bump surface when in maya
Creating New Shader for Gold Leaf Detailing.

• In the hyper shade create a


new AIStandardSurface
shader > stack above cover
shader. And name Gold
• Then hit Tab on the keyboard and type layer > select AiLayerShader. From there select the new layer node
and middle mouse drag the gold shader to layer 1 input and the book cover node to the layer 2 input
channel.

• From there in the layer 2 mix channel > set to file > input details
mask file into channel. > in file nodes colour balance tab check
alpha as luminance.
• Then select the book cover and in the hyper shade right click
the ailayershader node > set to assign material to viewport
selection > this should then update in the render view to the
book details being white.
Gold Leaf Detailing.

• After this in the hyper shade connect the bump and specular map to
the new gold shader so both shader share the bump and specular
maps. > so do this middle mouse drag maps from hyper shade to the
required channels in the attributes for the gold shader. (spec colour and
bump file input)
• Then re-render scene > won’t be able to see much of the texture till we
apply the gold.
• To apply the gold select the gold shader > in attributes go to presets >
gold > select replace. > gold detailing is now on book, but we aren’t
seeing the bump detailing we would normally see on a leather surface
with gold leaf on.

• To rectify this we can save out a second


bump map with out the gold detailing
bump from photoshop > with this we can
then break the bump connection to the
gold shader and re-input the new bump
map to the gold shader
Gold Leaf Detailing Outcome.
Adding Wear and Tear Outcome

Add scratch textures


• To finish up I then looked at weathering the book and looked at adding in some wear and tear
to the corner and edges of the book to give the effect of a well used book.
Wear and Tear Outcome
Textured Book Composite with Ambient Occlusions.

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