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Updated On 02 Feb, 19
Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands
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Adjusting material attributes within Maya is very simple to do as well as understand. Each setting is clearly labeled next to the corresponding slider that controls it. By simply adjusting the slider next to the Color label we can adjust the color from being a solid black to a solid white and any shade of grey between. If we click on the box next to the Color label we will get a color picking window popup that will allow us to pick any color imaginable. To reset the color slider back to the default white to grey value you need only slide it completely over to the far left.
Specularity controls how shiny an object is. Within the material attributes there is a drop down section labeled as Specular Shading. Making adjustments to any of these sliders will directly affect how shiny an object is when reacting to light sources. A very dull object will have very low specular values while a very shiny object will of course have very high values. You can control how broad the shine is and how strong it is as well. Much like the color slider, you can specify what color the shine will give off. By clicking on the box next to the Specular color label you will get the same color picking pop up window as you got when choosing the material color.
This video will only be covering the very tip of the ice berg when it comes to adjusting materials. As we continue to progress through the series we will uncover many more options. Dont be afraid to explore all the different adjustments available within the material attributes as you can always reload your previous save to restore them to their default values.
The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.
Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.