The Game Artist's Guide to Maya, Pt. 3 | 2
The Game Artist's Guide to Maya, Pt. 3
Applying a Texture to a Material
Once you have a material, you can begin to apply texture maps to the material's different attributes. The most obvious attribute to map is Color. This will control the brunt of what you actually see on the model. To apply a texture to the color attribute, open the material's Attribute Editor (Ctrl+A or double-click the material in the Hypershade).
Next to the Color attribute (and most of the other attributes) is a small button with a black-and-white checker pattern. This is the Mapping button. Clicking it will open the Create Render Node window where you can choose what kind of texture you will apply to the attribute.
In most game art, you will want to choose a File texture. This will let you apply custom textures that you create in Photoshop (or another 2D application) to your model, rather than a procedural texture that comes with Maya.
- 1. After choosing File from the window, click the browse button (a folder icon)
next to the Image Name text box in the File's attributes. This browse button will
allow you to navigate through your directories and choose the texture file you
want to use.
- 2. In your view panel, make sure Hardware Texturing is turned on under the panel's
shading menu, or press the 6 key in order to view the textures in your scene.
| Note: To remove a texture from a material's mapped attributes, right-click on the attribute and choose Break Connection from the popup menu. |
Optional Procedures
The following procedures are not necessary for creating a model, but they can either help the process or enhance the model's visuals. The 3D Paint Tool is very helpful for creating texture guides. Vertex Coloring can add color variations to a model without changing a texture, or add lighting information. Baking normal maps is a process that generates a normal map pixel shader. Obviously, make sure your game supports normal maps before taking the time to make one.
Note: PSD texture support is new to
Maya 6. Instead of choosing a File texture, choose PSD so you can use your
Photoshop file for your work in progress. Final textures, however, generally
tend to be in .tga or .tif formats. PSD texture support is new to Maya 6.
Instead of choosing a File texture, choose PSD so you can use your Photoshop
file for your work in progress. Final textures, however, generally tend
to be in .tga or .tif formats. |
Game Artist: John Paul SommerJob Title Art Director Studio Warthog Texas Credits Freelancer, Motocross Madness, Deadly Tide, Ravage, Starlancer, Conquest: Frontier Wars, Conquest 2: Vyrium Uprising, Fallen Kingdoms Studio Site Personal Site Q. How and why did you get into the game industry? A. My introduction into the game industry began with a small developer located in Phoenix, AZ. I soon realized that I really enjoyed the allowance of creativity. Although I was fully up to speed in animation, I was not hired because I was the best animator, but simply because of my passion for the industry, which reflected throughout my work. I got the job simply because I loved doing it, and I chose the game industry as a career because I truly love art and animation. Fantasy and Science Fiction has always fascinated me and by developing games, this gives me the opportunity to create environments and characters that reflect that fascination. I cannot imagine anything better than creating a character, animating it, and ultimately using it to wreak havoc on a fully detailed 3D world. Q. Describe your role at your studio. A. My role as Art Director requires me to manage a team of artists, deal with schedules, and develop the overall look and feel of the game. I am ultimately responsible for everything visual that goes into the game, from the GUI (Graphic User Interface) to the FMV (Full Motion Video). Q. What has been the most inspirational to you in regard to your artwork? A. This is a tough question, being that there are so many things that I draw inspiration from. I draw a lot of my inspiration from my fellow artists and peers. Other sources include: photography, sculpture, painters (both traditional and digital), movies, and the thousands of talented artists that are on the Internet. Q. What is your favorite artistic style? A. My style changes all the time, I love to experiment and learn new styles. One day, it might be photo-realism, the next it may be abstract photography, or perhaps even Impressionism. I think every style has something about it that inspires me to continue learning in every facet possible. Q. What is your favorite kind of game? A. First Person Shooters! First Person Shooters allows the players to actually immerse themselves not only into the game but also into the feel of the game.They really put you in the middle of all the action. Q. How do you use Maya in your specific job? A. I mostly use Maya for the full-motion video and animation. However, overall I use Maya for all facets of game development, from concept to final production. I have learned that it is a great tool to experiment with as well as visualizing the general look and feel of any project. Q. What about Maya do you like better than other 3D apps? A. I like how interactive Maya is. It is an exceptional tool.The biggest advantage Maya has over other 3D apps is the User Interface (UI). I have used just about every 3D app on the shelf, and Maya's UI is simply the best and most intuitive. Another advantage of Maya versus other programs is the fact that it does not require a ton of plug-ins to get the job done. Everything you need to get your job done quickly and easily is right at your fingertips. Q. Which Maya tool could you not live without? A. Set Driven Key! This is one of the most powerful features in Maya. It can make animation so much more enjoyable with just a little bit of setup time.There are really many tools I could not live without, but this single feature is at the top of the list. Q. What advice might you have for the up-and-coming game artist? A. My advice would simply be to work hard in everything you do.You should always work toward self-improvement. Make sure you are well prepared to accomplish your tasks, and of course practice, practice, practice! The most important piece of advice I can give the new game artist is this:Your portfolio may get you in the door, but a great attitude will keep you there! Having a positive "can do" and "will do" attitude is invaluable in this industry. Mix that in with a lot of creativity and you are set! |
Created: March 27, 2003
Revised: January 17, 2005
URL: http://webreference.com/graphics/game3/1

Find a programming school near you