Automotive Texturing and Rendering in Maya and Maxwell Render
In this series of tutorials, we are going to look at in-depth material creation in Maxwell and learn several new techniques for UV layout. Software required: Maya 2012, Photoshop CS5, Maxwell Render 2.6.
What you'll learn
In this series of tutorials, we are going to look at in-depth material creation in Maxwell and learn several new techniques for UV layout. We will focus on automotive paint and decals. We will be using presets available in Maxwell as well as creating custom materials from scratch to achieve the proper final look. During this course, we will explore additional areas of Maxwell Render, explore in-depth material networks in Maxwell Material editor. We will start by using stock presets and wizards that will help us quickly get to our desired look, and look into parameters that would need to be changed in order to produce final visual quality. Along the way we will focus on creating several UV maps for decals to be properly located on the model, and talk about different lighting situations. During this demo we will look at how quickly and efficiently we can create a quick exhibition set to render our model, setup lighting, and receive proper reflections and highlights for our final render as well as touch on basic photo correction in Photoshop to finalize our project. Software required: Maya 2012, Photoshop CS5, Maxwell Render 2.6.
Table of contents
- Overview of Project Structure 10m
- Preparing Side Panels for Material Creation 14m
- Creating Metallic Paint in Maxwell 21m
- Exporting Geometry and Applying Metallic Paint Shader 9m
- Creating the Seat Shader 16m
- Testing Our Seat Material and Creating Simple Materials 8m
- Finalizing the Body Panel by Creating Additional Shaders 15m
- Exporting Break System and Swapping Materials 6m
- Creating a Rubber Material 13m
- Creating a Caliper Material 13m
- Creating Material for the Disk Brake 14m
- Creating a Coated Aluminum Material 14m
- Creating a Copper Coating for Engine Cylinders 9m
- Creating Materials for the Turbine 12m
- Creating Engine and Transmission Case Material 12m
- Finalizing Engine Materials and Exporting to Maxwell 7m
- Creating the Bike's Frame Material 11m
- Creating Taillight Material and Light Emitter 10m
- Setting up Frame and Shock Components for the Bike 8m
- Setting up the Front Section of the Bike 9m
- Setting up Front Material and Creating a Glass Shader 12m
- Creating Rim Material and Finalizing Components 13m
- Texturing the Handlebars 9m
- Introduction to the Rendering Stage 9m
- Render Settings and Multilight Control 14m
- Resuming Maxwell Render and Saving Render Passes 11m
- Compositing Rendered Images and the Conclusion 15m