Introduction - Painting 3D Textures |
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In this lesson we'll show how to use Maya's 3D Paint tool with MTOR. We'll paint a texture onto a Maya Subdivision surface and render it with PRMan. These techniques will also work on NURBS and polygons. |
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Using Maya 3D Paint1 - Open the Tutorial Scene |
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For this tutorial, open the scene: Looking at the scene, we find one simple Maya subdiv. We'll paint onto the surface, and then attach a Slim shading network to attach that image.
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2 - Check UVs |
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Before using 3D Paint, the model's UVs should be arranged appropriately. We can view the models UVs by selecting the object and opening Maya's texture editor: Window-> UV Texture Editor Arranging UVs can be an art in itself, so we won't cover all the details here, but usually it's good to avoid having overlapping UVs, and it's good to keep the UVs inside the 0 to 1 grid. These UVs satisfy both these criteria. Laying out UVs properly allows a 2D image to be applied to a 3D surface with arbitrary topology. |
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3 - Maya Subdivs: Check UVs in Poly Proxy Mode |
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This step only applies to Maya subdivision surfaces, when using NURBS, polygons, or MTOR subdivs, we can ignore this. But this is an important issue when using Maya subdivs . . . When working with Maya subdivisions, we need to be aware that there are UVs associated with the subdivision surface, in "Standard Mode", and another group associated with the underlying polygonal mesh, in "Polygon Proxy Mode". MTOR honors the polygonal UVs, associated with polygon proxy mode. The subdiv UVs contain hierarchical subdiv information that MTOR does not interpret. For best results, arrange the model's UVs as a polygon, then convert it to a Maya subdiv. Here the UVs of the model were arranged when it was a polygon using Maya's texturing tool: Edit Polygons-> Texture-> Automatic Mapping (For more info about working with Maya subdivs see: Maya Subdivision Surfaces) |
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4 - Prepare Textures |
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With good UV grooming, we can bring up the paint tool: 1) Set the attribute to paint, in this case Color. 2) Set the Image Format to Tiff, a chosen format for MTOR. 3) Next Assign Textures . . . choose an image resolution. Now we're ready to paint. |
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5 - Paint on Surface |
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Paint an image on the surface . . . |
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With an image painted, we're now ready to load it into MTOR, but first we need
to make sure the image is saved to disk. We can do that with the save texture
button (from step #4):
Our new texture appears in our current project . . . 3dPaintTextures/model/ subdiv_modelShape_color.tif |
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6 - Construct the Slim Network |
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Open a palette, create a shading model, and plug in the new image as the
color.
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7 - Render with the new Texture |
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Attach the shader to the model and render. Your image should appear on the model. Voila! |
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Tips and Tricks for working with 3D PaintNote A - Optimizing UV Layouts |
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By looking at the resulting texture map created with the 3D Paint tool we can
see there is a lot of yellow, areas of the map that are basically wasted space
that bloat the size of the image unnecessarily. By moving and sewing the UVs,
which Maya's tools, we can maximize the use of our texture map, making the most
efficient use of our geometry.
Remember, as discussed above, when working on Maya subdivs, edit the UVs when in Poly Proxy Mode. Don't edit UVs in Standard Mode, MTOR cannot interpret this hierarchical UV data and relies on the UVs in Poly Proxy Mode. However, when editing the UVs in Poly Proxy Mode, the hierarchical UVs will not be displayed and will remain in place, which will cause a disparity between the UVs MTOR sees and the UVs Maya sees, and may create issues with 3D paint. For best results, edit the UVs with the model converted into a polygon, and when the UVs are arranged properly, then convert it into a Maya subdivision surface. For more information about using Maya subdivision surfaces and MTOR see: Subdivision Surfaces. |
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Pixar Animation Studios
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