Game Development Reference
In-Depth Information
Tip
I recommend creating a separate layer for each item of Kila's clothing.
This will make editing them much easier later on.
Before we add more detail to the textures, we will apply them to our models in Maya so
that we can view them interactively as we work.
Viewing the Texture in Maya
Let's now apply these basic textures to our geometry. Having them applied means we can
switch between Maya and Photoshop as we work, keeping an eye on the way things are
looking on the actual models.
1. In Maya, open up the file you created in Chapter 8 , Kila_Mapped.mb. She cur-
rently has the checkered map applied to her, and we now want to swap this for the
main texture pages.
2. First we need to create three new shaders, each one holding the Targa files we just
saved. Open the Hypershade window or the Multilister, depending on which you
prefer, and create three Lambert shaders. We use Lambert because these will give
us flat, matte-looking textures.
3. Rename the new shaders to Kila_Head, Kila_Body, and Kila_Hair.
Note
Maya does not allow spaces to exist in the names of its objects and so will
always replace spaces with underscores.
4. Open up each shader's Attribute Editor and click the checker button to the right of
the Color slider ( Figure 9.4 ). Choose File in the Create Render Node window that
appears then point the Image Name to each corresponding Targa file.
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