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	<title>Cgtuts+ &#187; Mental Ray</title>
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		<title>Model, Texture, and Render a Bathroom Interior Design with Maya &#8211; Day 2</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/model-texture-and-render-a-bathroom-interior-design-with-maya-day-2/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/model-texture-and-render-a-bathroom-interior-design-with-maya-day-2/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 05:00:47 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=2232</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/107_Maya_Bathroom1/preview.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>The modeling and rendering of interiors is used in a great variety of industries, and creating result that is suitable for these big markets is a very big challenge. In this tutorial you will learn how to model, texture, and render an interior design of a bathroom using Maya. The modeling of the bathroom will be achieved using polygons, NURBS, and paint effects. The rendering process will be done with Mental Ray, using techniques that will quickly give you a photorealistic result.</p>
<p><span id="more-2232"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-texture-and-render-a-bathroom-interior-design-with-maya/">Day 1</a>.</p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><a href="http://cgtuts.s3.cdn.plus.org/107_Maya_Bathroom1/FinalBig.jpg">Click on Image to Open a High Rez Version<img src="http://cgtuts.s3.cdn.plus.org/107_Maya_Bathroom1/Final600px.jpg" alt=" " /></a></div>
<p></p>
<h3>Tutorial Details</h3>
<li> Software: Maya 2009 </li>
<li> Difficulty: Beginner/ Intermediate</li>
<li> Estimated Completion Time: Approximately 30 min </li>
<li> Hardware/ Software Requirements : Windows 2000-XP or Mac OSX 10.5 (or newer); PIII and higher or Intel Macintosh; 1G RAM<br />
<h3>Step 1</h3>
<p>Go to “Create > Cameras > Camera”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>In the active view menu, go to “Panels > Look Through Selected”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Now you will be looking through the camera.  Position it to the desired location.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Go to “Window > Settings/Preferences > Plug-in Manager” </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>A new window should open.  Scroll down until you find “Mayatomr.mll” and check &#8220;loaded&#8221; and &#8220;Auto load&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Go to “Window > Rendering Editors > Render Settings”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Inside the &#8220;Render Settings&#8221; window, change “Render Using” to “Mental Ray”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Go to the “Common” tab and change the &#8220;Image Size&#8221; to “HD 720”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Click on the button in the active view to see the size of the render.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Adjust the camera so that the scene fits into the green square.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Select the back wall of the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Move and scale it to fit in the rendering area.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Go to “Create > Polygons Primitives > Plane”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Move, scale, and rotate the plane to make another wall.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Go to the camera view to see if the plane is big enough.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Select the back wall and go to “Edit > Duplicate”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>Move the plane behind the camera so it is not visible in the render (this plane will be used later to create a reflection for the mirror).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Go to “Create > Lights > Area Light”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Position, scale, and rotate the area light to match the geometry of the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Go to the &#8220;Attributes Editor&#8221; of the light, change its name, and decrease the “Intensity” to 0.083.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>Scroll down to the &#8220;Shadows&#8221; section, activate “Use Ray Trace Shadows”, and change the “Shadow Rays” to 15. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>Make sure you are looking through the correct camera.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>At the view menu, go to “View > Bookmarks > Edit Bookmarks…”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Inside the “Bookmark Editor” window, create a new bookmark so the position of the camera is saved in case you accidentally move it. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Go to “Create > Lights > Area Light”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Move, scale, and rotate the light to be in the same position as in the image below. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Select the light and go to its &#8220;Attributes Editor&#8221;. Name it, and change the “Intensity” value to 0.265.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p> Scroll down to the &#8220;Shadows&#8221; section, activate “Use Ray Trace Shadows” and change the “Shadow Rays” to 15. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Select the light and go to “Edit > Duplicate”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Using the move, rotation, and scale tools, position the light as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Go to your “camera1” view.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Inside the Hypershade window, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and change the diffuse “Color” to white, the reflection “Glossiness” to 0.586, and the “Glossy Samples” to 25</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>Scroll down until you find “Ambient Occlusion” and activate it.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Find the &#8220;Bump&#8221; section and click on the texture button for “Overall Bump”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>A new window should open. Select the “Grid” texture and close that window.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Click on the button that is next to the “Bump Value” slider. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>New options should appear.  Change the “Line Color” to a nearly white grey, the “Filer Color” to white, and the “U Width” and “V Width” to 0.004.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Add this material to all of the walls in your scene. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Open the “Hypershade” window again, and create a new “mia_material_x”</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, change the reflection “Reflectivity” to 0.260, the “Glossiness” to 0.620, the “Glossy Samples” to 15, and click on the button next to the Color slider to add a texture.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>Inside the new window select the ”File” texture. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Click on the folder next to the “Image Name” option, and search for your wood texture.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>Scroll down until you find “UV Coordinates” and click on the button that is next to the “Uv Coord” values.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>New options should appear. Change the “Repeat UV” value to one that works for your texture.  My values are 25 and 10.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>Apply this material to the floor of your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>Open the “Hypershade” window and create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and change the diffuse “Color” to white, the reflection “Reflectivity” to 0.500, the “Glossiness” to 0.400”, and the “Glossy Samples” to 25.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>Add this material to all of the white objects in your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/50.jpg" alt=" " /></div>
<h3>Step 51</h3>
<p>Open the “Hypershade” window and create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/51.jpg" alt=" " /></div>
<h3>Step 52</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and select the &#8220;Chrome&#8221; preset.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/52.jpg" alt=" " /></div>
<h3>Step 53</h3>
<p>Add this material to all of the metal objects in your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/53.jpg" alt=" " /></div>
<h3>Step 54</h3>
<p>Open the “Hypershade” window and create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/54.jpg" alt=" " /></div>
<h3>Step 55</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and change the diffuse “Color” to blue and the reflection “Glossiness” to 0.660. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/55.jpg" alt=" " /></div>
<h3>Step 56</h3>
<p>Add this blue material to the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/56.jpg" alt=" " /></div>
<h3>Step 57</h3>
<p>Open the “Hypershade” window and create a new “Phong” material.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/57.jpg" alt=" " /></div>
<h3>Step 58</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and change the “Color” to white and the “Incandescence” value to grey.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/58.jpg" alt=" " /></div>
<h3>Step 59</h3>
<p>Scroll down until you find the “Special Effects” section and change the “Glow Intensity” value to 0.020.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/59.jpg" alt=" " /></div>
<h3>Step 60</h3>
<p>Add this material to your polygonal light.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/60.jpg" alt=" " /></div>
<h3>Step 61</h3>
<p>Open the “Hypershade” window and create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/61.jpg" alt=" " /></div>
<h3>Step 62</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, name it, and change the diffuse “Color” to black and the “Reflectivity” to 1.000.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/62.jpg" alt=" " /></div>
<h3>Step 63</h3>
<p>Add this material to the mirror.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/63.jpg" alt=" " /></div>
<h3>Step 64</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/64.jpg" alt=" " /></div>
<h3>Step 65</h3>
<p>The render should look too dark and the quality should be pretty bad.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/65.jpg" alt=" " /></div>
<h3>Step 66</h3>
<p>Open the “Render Settings” window.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/66.jpg" alt=" " /></div>
<h3>Step 67</h3>
<p>Under the “Indirect Lighting” tab, activate “Final Gathering”, change the “Accuracy” to 200, the “Point Density” to 0.100, and the “Secondary Diffuse Bounces” to 2 .</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/67.jpg" alt=" " /></div>
<h3>Step 68</h3>
<p>Click on the “Create” button of “Image Based Lighting”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/68.jpg" alt=" " /></div>
<h3>Step 69</h3>
<p>Click on the small button that is next to the “Create” button.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/69.jpg" alt=" " /></div>
<h3>Step 70</h3>
<p>The &#8220;Attributes Editor&#8221; should display new options. Click on the button with a folder to select your image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/70.jpg" alt=" " /></div>
<h3>Step 71</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/71.jpg" alt=" " /></div>
<h3>Step 72</h3>
<p>The lighting in the scene should look much better, but the quality of the render should still be very low.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/72.jpg" alt=" " /></div>
<h3>Step 73</h3>
<p>Open the “Render Settings” window.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/73.jpg" alt=" " /></div>
<h3>Step 74</h3>
<p>Under the “Quality” tab change the “Max Sample Level” value to 3, under the “Multi-Pixel Filtering” section change the “Filter” to &#8220;Gauss&#8221;, and under the “Sample Options” section activate “Jitter”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/74.jpg" alt=" " /></div>
<h3>Step 75</h3>
<p>Scroll down to the “Raytracing” section and activate “Raytracing”.  Change the “Reflections” value to 4, the “Refractions” value to 4, and the “Max Trace Depth” to 8.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/75.jpg" alt=" " /></div>
<h3>Step 76</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/76.jpg" alt=" " /></div>
<h3>Step 77</h3>
<p>Now everything should look pretty good except for the black mirror.  To fix this, you need to create something that the mirror can reflect.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/77.jpg" alt=" " /></div>
<h3>Step 78</h3>
<p>Open the “Hypershade” window and create a new “Surface Shader”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/78.jpg" alt=" " /></div>
<h3>Step 79</h3>
<p>Go to its &#8220;Attributes Editor&#8221;, and click on the texture button next to the “Out Color” slider.></p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/79.jpg" alt=" " /></div>
<h3>Step 80</h3>
<p>In the new window, click on the “File” texture.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/80.jpg" alt=" " /></div>
<h3>Step 81</h3>
<p>Click on the folder button, add your image, and apply this material to the back wall you created earlier.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/81.jpg" alt=" " /></div>
<h3>Step 82</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/82.jpg" alt=" " /></div>
<h3>Step 83</h3>
<p>Now the mirror has something to reflect, but it should look pretty dark.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/83.jpg" alt=" " /></div>
<h3>Step 84</h3>
<p>Go the &#8220;Attributes Editor&#8221; of material you just created, and click on the button next to the “Out Color” slider.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/84.jpg" alt=" " /></div>
<h3>Step 85</h3>
<p>The &#8220;Attributes Editor&#8221; should display different options. Scroll down until you find the “Color Balance” section.  Once there, change the “Color Gain” value to &#8220;R= 4.200, G= 4.200, B= 4.200&#8243;.  This will create a brighter color than white.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/85.jpg" alt=" " /></div>
<h3>Step 86</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/86.jpg" alt=" " /></div>
<h3>Step 87</h3>
<p>The mirror should look pretty good now, but the rest of the scene is probably really bright.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/87.jpg" alt=" " /></div>
<h3>Step 88</h3>
<p>Select one of your main lights.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/88.jpg" alt=" " /></div>
<h3>Step 89</h3>
<p>Go to its &#8220;Attributes Editor&#8221; and change the “Intensity” value to 0.115.  Repeat this process for both lights.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/89.jpg" alt=" " /></div>
<h3>Step 90</h3>
<p>Render the scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/90.jpg" alt=" " /></div>
<h3>Step 91</h3>
<p>Congratulations! You&#8217;re done!!.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/122_Maya_Bathroom2/91.jpg" alt=" " /></div>
</p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-texture-and-render-a-bathroom-interior-design-with-maya/">Day 1</a>.</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Model, Paint, and Animate a Realistically Stylized Eye in 3ds Max &#8211; Day 3</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-3ds-max/model-paint-and-animate-a-realistically-stylized-eye-in-3ds-max-day-3/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-3ds-max/model-paint-and-animate-a-realistically-stylized-eye-in-3ds-max-day-3/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 10:00:15 +0000</pubDate>
		<dc:creator>Fabio Silva</dc:creator>
				<category><![CDATA[Autodesk 3Ds Max]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1452</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/013_ModelingTheEye/thumb4.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this multi-part tutorial, you will learn how to create simple, yet effective, 3d eyes that can be used in either CG illustrations, or animations. This series of tutorials will cover all of the steps that are necessary, from modeling and unwrapping, to texturing, to rigging, and eventually animating the eye.</p>
<p><span id="more-1452"></span></p>
<h4>This tutorial is Day 3 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/create-a-realistic-hand-painted-eye-in-3ds-max-and-photoshop/">Day 1</a>, or <a href="http://cg.tutsplus.com/tutorials/3d-art/model-paint-and-animate-a-realistically-stylised-eye-in-3ds-max-day-2/">Day 2</a></h4>
<p>Today we will learn how to use the Gradient Ramp map to improve the general look of our eye, give us more control of our color and bump map, and help us with our animation. We will also learn how to create proper lighting for the eye using the Scanline rendering system.</p>
<p>The software that will be used are 3ds Max and Photoshop, but these principles can be applied to any other 3d modeling and painting packages.</p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/013_ModelingTheEye/result.jpg" alt=" " /></div>
<p></p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-ModelPaintAndAnimateARealisticallyStylisedEyeIn3dsMax327.flv">1. Gradient Ramp</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5gaqBCwA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-ModelPaintAndAnimateARealisticallyStylisedEyeIn3dsMax947.flv">2. The Scanline Renderer</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5gaqBEgA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
</p>
<h4>This tutorial is Day 3 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-paint-and-animate-a-realistically-stylised-eye-in-3ds-max-day-2/">Day 2</a>or </h4>
<h4>Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/create-a-realistic-hand-painted-eye-in-3ds-max-and-photoshop/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Making of &#8220;The Tunnel&#8221; in Maya and  Photoshop &#8211; Day 3</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-3/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-3/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 10:00:45 +0000</pubDate>
		<dc:creator>Abed Ibrahim</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1408</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/TitleImage.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to create a fantastic tunnel scene in Maya, and then add some final lighting touches in Photoshop.  You will follow Abed Ibrahim through his process of modeling, texturing, shading, and rendering techniques, and finally arrive at the spectacular result that is shown here.
</p>
<p><span id="more-1408"></span></p>
<h4>This tutorial is Day 3 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-1/">Day 1</a>, or <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-2/">Day 2</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview (Hi-Rez).jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p class="MsoNormal">This is where we left off on Day 2.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/1.jpg" alt=" " width="600" height="450" />
</div>
<h3>Step 2</h3>
<p class="MsoNormal">Open Photoshop, then go to &#8220;Image > Adjustments ><br />
Brightness/Contrast&#8221;.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/2.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 3</h3>
<p class="MsoNormal">Set the &#8220;Contrast&#8221; to &#8216;10&#8242;.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/3.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 4</h3>
<p class="MsoNormal">Go to &#8220;Image > Adjustments > Photo Filter&#8221;.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/4.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 5</h3>
<p class="MsoNormal">Set the &#8220;Filter&#8221; to &#8220;Cooling Filter (80)&#8221;, with a density of<br />
&#8216;20%&#8217;, and press &#8220;OK&#8221;.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/5.jpg" alt=" " width="600" height="450" />
</div>
<h3>Step 6</h3>
<p class="MsoNormal">Again, go to &#8220;Photo Filter&#8221;, and choose &#8220;Magenta&#8221; with a<br />
density of &#8216;30%&#8217;.</p>
<p class="MsoNormal">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/6.jpg" alt=" " width="600" height="401" />&nbsp;</p>
<h3>Step 7</h3>
<p class="MsoNormal">Select the &#8220;Burn Tool&#8221; with the settings as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/7.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 8</h3>
<p class="MsoNormal">While using these types of Photoshop tools, keep modifying<br />
the brush &#8220;Master Diameter&#8221; and the &#8220;Exposure&#8221; as necessary.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/8.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 9</h3>
<p class="MsoNormal">Using the &#8220;Burn&#8221; tool, paint where it is highlighted green in the image. <em>Note: Use a high &#8220;Exposure&#8221; value for the condensed areas<br />
and vice versa.</em></p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/9.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 10</h3>
<p class="MsoNormal">Switch to &#8220;Range: Midtones&#8221;, to darken some areas better.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/10.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 11</h3>
<p class="MsoNormal">Your result should look something like this.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/11.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 12</h3>
<p class="MsoNormal">Now select the &#8220;Dodge&#8221; tool with the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/12.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 13</h3>
<p class="MsoNormal">Paint where it is highlighted yellow in the image.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/13.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 14</h3>
<p class="MsoNormal">You should get the following result.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/14.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 15</h3>
<p class="MsoNormal">Select the &#8220;Brush&#8221; tool with the following settings, and a color code of &#8216;954172&#8242;.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/15.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 16</h3>
<p class="MsoNormal">Now paint where it is highlighted white in the image.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/16.jpg" alt=" " width="600" height="401" />
	</div>
<h3>Step 17</h3>
<p class="MsoNormal">Use the &#8220;Dodge&#8221; tool again, and paint in the following highlighted areas to<br />
make them appear more shiny. </p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/17.jpg" alt=" " width="600" height="401" />
	</div>
<h3>Step 18</h3>
<p class="MsoNormal">Your result should look like this.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/18.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 19</h3>
<p class="MsoNormal">Select the &#8220;Blur&#8221; tool with the following settings, and use<br />
it to blur the poly planes or &#8220;car_trace&#8221; objects.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/19.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 20</h3>
<p class="MsoNormal">Try to make them look like this. <em>Note: The other long lines on the left side simulate<br />
the trace for a fast car, and these ones represent a slower vehicle.</em></p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/20.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 21</h3>
<p class="MsoNormal">Select the &#8220;Smudge&#8221; tool with the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/21.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 22</h3>
<p class="MsoNormal">Use the &#8220;Smudge&#8221; tool on the highlighted area. Make sure to drag toward the red arrows.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/22.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 23</h3>
<p class="MsoNormal">Try to achieve the following result.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/23.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 24</h3>
<p class="MsoNormal">Select the &#8220;Dodge&#8221; tool, open the &#8220;Brush Preset&#8221;<br />
picker, then load the &#8220;Assorted Brushes&#8221; and press &#8220;Append&#8221;.</p>
<div class="tutorial_image">
	<img alt="" src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/24.jpg" width="600" height="500" /></div>
<h3>Step 25</h3>
<p class="MsoNormal">Select the &#8220;Crosshatch&#8221; brush.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/25.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 26</h3>
<p class="MsoNormal">Scale the &#8220;Master Diameter&#8221; to &#8216;200&#8242;, then press on<br />
the center of the first light&#8217;s glow three times.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/26.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 27</h3>
<p class="MsoNormal">Open the &#8220;Brushes Palette&#8221;, select &#8220;Brush Tip<br />
Shape&#8221;, and set the &#8220;Brush Angle&#8221; to &#8216;35&#8242; degrees.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/27.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 28</h3>
<p class="MsoNormal">Scale the &#8220;Master Diameter&#8221; to &#8216;150&#8242;, then press three times in the same area.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/28.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 29</h3>
<p class="MsoNormal">Set the &#8220;Brush Angle&#8221; to &#8216;70&#8242; degrees.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/29.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 30</h3>
<p class="MsoNormal">Reduce the &#8220;Master Diameter&#8221; to &#8216;100&#8242; and press three times again in the same area.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/30.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 31</h3>
<p class="MsoNormal">Repeat these steps for the rest of the lights on the tunnel roof, and you should wind up with the following result.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/31.jpg" alt=" " width="600" height="401" /></div>
<h3>Step 32</h3>
<p class="MsoNormal">Congratulations!  You have reached the end of &#8220;The Tunnel&#8221; tutorial.  Save your image and you&#8217;re done!!</p>
<div class="tutorial_image">
<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 3/32.jpg" alt=" " width="600" height="401" />
</div>
</p>
<h4>This tutorial is Day 3 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-2/">Day 2</a> or,<br />
Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-1/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss more exciting tutorials and guides published daily! &#8211; Subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-3/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Making of &#8220;The Tunnel&#8221; in Maya and  Photoshop &#8211; Day 2</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-2/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-2/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 16:00:43 +0000</pubDate>
		<dc:creator>Abed Ibrahim</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1311</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/TitleImage.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to create a fantastic tunnel scene in Maya, and then add some final lighting touches in Photoshop.  You will follow Abed Ibrahim through his process of modeling, texturing, shading, and rendering techniques, and finally arrive at the spectacular result that is shown here.
</p>
<p><span id="more-1311"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-1/">Day 1</a>, or <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-3/">Day 3</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview (Hi-Rez).jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview.jpg" alt=" " /></div>
<p></a><br />
</p>
<div class="download">
<h2><a href="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/Textures.zip">Texture Files</a></h2>
<p><span>Download</span>
</div>
<h3>Step 1</h3>
<p class="MsoNormal">Your scene should now look like the image below, which means you are ready for the texturing, shading, and rendering stage of the tutorial! </p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/1.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 2</h3>
<p class="MsoNormal">Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/2.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 3</h3>
<p class="MsoNormal">Create a new File Node.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/3.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 4</h3>
<p class="MsoNormal">Open the “Asphalt_Floor.jpg” texture file.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/4.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 5</h3>
<p class="MsoNormal">Repeat steps 2 &#8211; 4 for all of the texture files found in “Textures” folder.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/5.jpg" alt=" " width="600" height="450" /></p>
</div>
<h3>Step 6</h3>
<p class="MsoNormal">Assign the &#8220;Asphalt&#8221; material to the &#8220;Street&#8221; object.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/6.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 7</h3>
<p class="MsoNormal">Select the &#8220;Street&#8221; object, and go to “Create UVs > Automatic<br />
Mapping”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/7.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 8</h3>
<p class="MsoNormal">Go to the file placement utility “place2dTexture1”, and modify the settings as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/8.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 9</h3>
<p class="MsoNormal">Zoom in on the &#8220;Sewer&#8221; and assign the “Sewer_Floor.jpg” texture<br />
file to it.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/9.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 10</h3>
<p class="MsoNormal">Select the face, then go to “Create UVs > Planner Mapping”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/10.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 11</h3>
<p class="MsoNormal">Modify the following attributes for the “polyPlanarProj1”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/11.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 12</h3>
<p class="MsoNormal">Select the “Sewer” material, and<br />
drag the “Sewer_Floor_Bump” file into its “Bump Mapping” attribute.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/12.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 13</h3>
<p class="MsoNormal">Modify the “Bump Filter” as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/13.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 14</h3>
<p class="MsoNormal">Give a little ambient power to the “Sewer” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/14.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 15</h3>
<p class="MsoNormal">Now select the  top face of the “Sidewalk” object.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/15.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 16</h3>
<p class="MsoNormal">Assign the “Sidewalk_Floor.jpg” texture to the face.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/16.jpg" alt=" " width="600" height="400" />
	</div>
<h3>Step 17</h3>
<p class="MsoNormal">Select the face again, and go to “Create UVs > Planar<br />
Mapping”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/17.jpg" alt=" " width="600" height="400" />
	</div>
<h3>Step 18</h3>
<p class="MsoNormal">Modify the following values for the “Poly Planar<br />
Projection”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/18.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 19</h3>
<p class="MsoNormal">The sidewalk  should now look like this.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/19.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 20</h3>
<p class="MsoNormal">Create a “Cloud” 3D texture in the Hypershade window.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/20.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 21</h3>
<p class="MsoNormal">Modify the attributes for the “Cloud” texture as shown. Be sure to use the eyedropper to pick the exact color.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/21.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 22</h3>
<p class="MsoNormal">Select the “Sidewalk” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/22.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 23</h3>
<p class="MsoNormal">Press on the “Cloud1” texture (sidewalk dirt) with your<br />
“middle mouse button”, and drop it into the “Sidewalk” material&#8217;s “Ambient Color”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/23.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 24</h3>
<p class="MsoNormal">Select the sidewalk brick faces, and assign the<br />
“Sidewalk_Bricks.jpg” texture to them.</p>
<div class="tutorial_image">
	<img alt="" src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/24.jpg" width="600" height="400" /></div>
<h3>Step 25</h3>
<p class="MsoNormal">With the faces still selected, go to “Create UVs > Automatic<br />
Mapping”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/25.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 26</h3>
<p class="MsoNormal">Go to the texture placement utility of the “Sidewall_bricks” material and<br />
modify the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/26.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 27</h3>
<p class="MsoNormal">Drop the “Sidewalk_Bricks_Bump.jpg” texture into the “Bump<br />
Mapping” attribute for the “sidewall_bricks” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/27.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 28</h3>
<p class="MsoNormal">Now modify these values for the bump utility.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/28.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 29</h3>
<p class="MsoNormal">Modify the texture placement utility for the “Sidewalk_Bricks_Bump.jpg” as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/29.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 30</h3>
<p class="MsoNormal">Create another “Cloud 3D” texture with the following values in the “Hypershade” window.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/30.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 31</h3>
<p class="MsoNormal">Drop the “Cloud” in the “Diffuse” attribute of the “sidewall_bricks” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/31.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 32</h3>
<p class="MsoNormal">Create a new “Phong” material with the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/32.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 33</h3>
<p class="MsoNormal">Assign the “Phong” material to the cylinder shapes located on the left side of the tunnel.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/33.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 34</h3>
<p class="MsoNormal">Create another new “Phong” material with the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/34.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 35</h3>
<p class="MsoNormal">Create a new “Ramp” texture.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/35.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 36</h3>
<p class="MsoNormal">Modify the “Ramp” colors as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/36.jpg" alt=" " width="600" height="550" /></div>
<h3>Step 37</h3>
<p class="MsoNormal">Create a “Sample Info” utility.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/37.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 38</h3>
<p class="MsoNormal">Select the “Sampler Info” utility using “Ctrl + middle mouse button”, then drag and drop it over the “Ramp” texture, to connect two attributes together using the “Connection Editor”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/38.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 39</h3>
<p class="MsoNormal">After the “Connection Editor” window has popped up, connect the “Facing Ratio” in the left menu, with the “vCoord” in the right menu.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/39.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 40</h3>
<p class="MsoNormal">Now select the “car_trace2” material, and drop the “car_trace2_transperancy” ramp into the “Transparency” attribute.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/40.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 41</h3>
<p class="MsoNormal">Assign the “car_trace2” material to the long thin poly planes, located on the right side of the tunnel.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/41.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 42</h3>
<p class="MsoNormal">Create a new “Lambert” material with the following<br />
	color, then assign it to the street lines in the center.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/42.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 43</h3>
<p class="MsoNormal">Create another new “Lambert” material, change the color to white, then assign it to the street lines on both sides.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/43.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 44</h3>
<p class="MsoNormal">Select the &#8220;Tunnel&#8221; object, then assign the “Tunnel_Walls.jpg” texture file to it.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/44.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 45</h3>
<p class="MsoNormal">Change the material type to “Blinn”, and rename it “Tunnel_Walls”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/45.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 46</h3>
<p class="MsoNormal">Select the &#8220;Tunnel&#8221; object, then go to “Create UVs > Cylindrical Mapping”.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/46.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 47</h3>
<p class="MsoNormal">The &#8220;Tunnel&#8221; object should now look like this if you turn on “Hardware Texturing and Lights”:</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/47.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 48</h3>
<p class="MsoNormal">Select the &#8220;Tunnel&#8221; object, then go to “Mesh > Sculpt Geometry Tool” and open up the option box.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/48.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 49</h3>
<p class="MsoNormal">Reset the tool, then modify the following attributes.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/49.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 50</h3>
<p class="MsoNormal">Begin sculpting the &#8220;Tunnel&#8221; object, changing the axis from time to time to create some light curls and bumps in the surface.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/50.jpg" alt=" " width="600" height="400" /></p>
<p>	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/51.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 51</h3>
<p class="MsoNormal">Drop the “Tunnel_Walls_Bump.jpg” texture into the “Bump<br />
	Mapping” slot of the “Tunnel_Walls” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/52.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 52</h3>
<p class="MsoNormal">Adjust the &#8220;Bump&#8221; attributes as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/53.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 53</h3>
<p class="MsoNormal">Drop the “Tunnel_Walls_Diffuse.jpg” texture into the<br />
	“Diffuse” attribute of the “Tunnel_walls” material.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/54.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 54</h3>
<p class="MsoNormal">Now adjust the “Tunnel_Walls” material to look exactly as shown.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/55.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 55</h3>
<p class="MsoNormal">Create a new “Point Light” with the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/56.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 56</h3>
<p class="MsoNormal">Place the new point light at the end of the Tunnel. </p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/57.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 57</h3>
<p class="MsoNormal">Optionally, you can delete the bottom half of the &#8220;Tunnel&#8221; mesh to reduce render times.  To do this, use the “Cut Face Tool”, select the bottom half, then press delete.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/58.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 58</h3>
<p class="MsoNormal">Open the “Render Settings” window, and adjust to the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/59.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 59</h3>
<p class="MsoNormal">Switch on the “Quality” tab, and adjust the following settings.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/60.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 60</h3>
<p class="MsoNormal">Select your “Renderable Camera”, then hit the “Render the current frame” button.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/61.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 61</h3>
<p class="MsoNormal">We are done the texturing, lighting, and rendering part of the project.  You should now have a render that looks something like this. Stay tuned for the “Post-Production” stage, where we will create some subtle lighting effects and finishing touches in Photoshop.</p>
<div class="tutorial_image">
	<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Part 2/62.jpg" alt=" " width="600" height="400" /></div>
</p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-3/">Day 3</a> or,<br />
Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-1/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss the next exciting part of this amazing tutorial series! &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-2/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Making of &#8220;The Tunnel&#8221; in Maya and  Photoshop &#8211; Day 1</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-1/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/making-of-the-tunnel-in-maya-and-photoshop-day-1/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 13:21:14 +0000</pubDate>
		<dc:creator>Abed Ibrahim</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1273</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/TitleImage.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to create a fantastic tunnel scene in Maya, and then add some final lighting touches in Photoshop.  You will follow Abed Ibrahim through his process of modeling, texturing, shading, and rendering techniques, and finally arrive at the spectacular result that is shown here.
</p>
<p><span id="more-1273"></span></p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-2/">Day 2</a>, or <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-3/">Day 3</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview (Hi-Rez).jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/Final Effect Preview.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>Create primitive poly Cylinder, name it &#8220;Tunnel&#8221;, and then modify the attributes as in the following image. <em>*Be sure to name every new shape you create, as it will make selection easier later on.</em></p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/1.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 2</h3>
<p>Rotate the &#8220;Tunnel&#8221; on the &#8216;X&#8217; axis, and then scale it as in the following image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/2.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 3</h3>
<p>Select the face that is facing in the &#8216;Z&#8217; direction, and extrude it to<br />
a value of &#8216;164&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/3.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 4</h3>
<p class="MsoNormal">Create a primitive poly Plane, name it &#8220;Street&#8221;, and scale it as in following image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/4.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 5</h3>
<p>Create another poly Cylinder, with a &#8220;Subdivisions Axis&#8221; of &#8216;32&#8242;, and then<br />
place it on the street near the &#8220;Tunnel&#8221; walls.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/5.jpg" alt=" " width="600" height="300" /><br ><br />
<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/6.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 6</h3>
<p>Select the &#8220;Street&#8221; object, and the new cylinder, then go to<br />
“Mesh > Booleans > Difference”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/7.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 7</h3>
<p>Select the inner face, and then pull it up and scale it in a little.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/8.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 8</h3>
<p>Create a poly Cube, and scale it as in the following image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/9.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 9</h3>
<p>Go to “Edit Mesh > Split Polygon Tool”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/10.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 10</h3>
<p>Set the “Snap tolerance” (for the “Split Polygon Tool”) to<br />
“100”, and then split the top face as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/11.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 11</h3>
<p>Move the new edge a few degrees on &#8216;-X&#8217;, and then extrude the face up.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/12.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 12</h3>
<p>Move the shape, and place it exactly by the wall on the right side of the street.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/13.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 13</h3>
<p>Now scale and translate the sides of the shape to match the length of the Tunnel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/14.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 14</h3>
<p>Create a poly Plane with no subdivisions, and then scale it as in the following image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/15.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 15</h3>
<p>Now align this long poly Plane exactly with the &#8220;Street&#8221; object, name it &#8220;Street Line&#8221;, and then go<br />
to “Edit > Duplicate”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/17.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 16</h3>
<p>Keep on duplicating the “Street Lines”, until it looks like the following image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/16.jpg" alt=" " width="600" height="300" /><br ><br />
<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/19.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 17</h3>
<p>Create 2 poly Cylinders, and scale them to match the street length. They will be representing the car brake lights in fast motion, so name them &#8220;Brake Lights&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/20.jpg" alt=" " width="600" height="300" /><br ><br />
<img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/21.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 18</h3>
<p>Do the same for the right side of street, but this time<br />
create poly Planes instead of Cylinders. Now give them an &#8216;X&#8217; Scale value of &#8216;0.025&#8242;, rotate them to &#8216;-44.50&#8242; on the &#8216;Z&#8217; axis, and then extend them to the length of the street.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/22.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 19</h3>
<p>Raise the 2 poly Planes a few degrees above the street surface, and then place them on the right side as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/23.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 20</h3>
<p>Create a point light with the following settings.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/24.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 21</h3>
<p>Translate the Point Light to “8.500” on the &#8216;Y&#8217; axis.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/25.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 22</h3>
<p>Duplicate the lights along the length of the tunnel. You can press “Shift + d” after the first duplication, so that it will copy the transformation too.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/26.jpg" alt=" " width="600" height="550" /></div>
<h3>Step 23</h3>
<p>Now it&#8217;s time to create your “Render Camera”. Go to “Create ><br />
Cameras > Camera”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/32.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 24</h3>
<p>&#8216;Attribute Editor&#8217; for the camera, enter the following values.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/33.jpg" alt=" " width="600" height="400" /></div>
<h3>Step 25</h3>
<p>Activate the “Resolution Gate” as shown</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/34.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 26</h3>
<p>Select the camera, and in the “Channel Box”, highlight the attributes by holding “Shift + LMB”, then “Right click > Lock Selected”. This will lock these basic attributes to avoid moving the camera by mistake.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/35.jpg" alt=" " width="600" height="300" /></div>
<h3>Step 27</h3>
<p>The modeling stage is now complete. If you render your scene in Mental Ray, it should look something like this (although I brightened it a bit in PS, so you could see the scene more clearly).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/061_Maya_Tunnel/36.jpg" alt=" " width="600" height="450" /></div>
</p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-2/">Day 2</a>, or <a href="http://cg.tutsplus.com/tutorials/3d-art/making-of-the-tunnel-in-maya-and-photoshop-day-3/">Day 3</a></h4>
</p>
<p>Don&#8217;t miss the next exciting part to this tutorial! &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Model and Texture a Posh Living Room Scene in Maya &#8211; Day 2</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya-day-2/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya-day-2/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 10:00:59 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1176</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/preview_small.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will go through the process of modeling and rendering a Living Room in Autodesk Maya. You will learn to use Mental Ray, along with the new architectural materials, and also create realistic fur, implement studio lighting for nice and soft shadows and highlights, and then execute the final render.</p>
<p><span id="more-1176"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya/">Day 1</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/preview_Big.jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/preview.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Inside the &#8216;Hypershade&#8217; editor, with “Create mental ray Nodes&#8221; active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Open the &#8216;Attributes&#8217; editor for the “mia_material_x”, and name the material &#8220;sofa&#8221;.  This will make sure your &#8216;Hypershade&#8217; window stays organized.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Under the “Diffuse” section, change the color to a beige tone.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p> Adjust the settings below as shown:</p>
<li>Diffuse: Roughness = 0.500</li>
<li>Reflection: Color = White Grey; Reflectivity = 0.450; Glossiness = 0.500; Glossy Samples = 16</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Scroll down to the “Bump” section, click on “Overall Bump”, and select the 2D “Mountain” texture.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Change the “Bump Depth” value to &#8216;0.001&#8242;, and then go to the “Bump Value” settings.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Leave the default settings as they are.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Check the &#8216;Hypershade&#8217; editor to make sure everything is correct.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Now assign the material you just created to both sofas.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Go to “Window > Rendering Editors > Hypershade” to open the &#8216;Hypershade&#8217; editor.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>With “Create mental ray Nodes&#8221; active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the new material, name it &#8220;Table&#8221;, and then change the following options:</p>
<li>Diffuse: Color = Black</li>
<li>Reflection: Reflectivity = 1.000</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Now scroll down to the “Refraction” section, and change the following options:</p>
<li>Index of Reflaction = 1.500</li>
<li>Color = Soft blue</li>
<li>Transparency = 1.000</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Apply the new material to the table.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p> Go to “Window > Rendering Editors > Hypershade”, and open the &#8216;Hypershade&#8217; editor.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>With “Create Mental Ray&#8221; nodes active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the new material, name it &#8220;Legs&#8221;, and select one of the presets named &#8220;Chrome&#8221;. This will automatically create a chrome material.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Apply the chrome material to the legs of the sofas, and also to the vase.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Open the “Hypershade” editor.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>With “Create mental ray Nodes&#8221; active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p> Go to the &#8216;Attributes&#8217; editor of the material we just created, name it &#8220;Table Base&#8221;, and add a file texture to the &#8220;Diffuse Color&#8221; slot.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>Under &#8216;File Attributes&#8217;, click on the &#8220;Image Name&#8221; option to browse for a wood texture of your own choice.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Apply the new material to the table base, and if you look closely, you will see that you need to adjust the UV mapping.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Select the table base, then go to “Create UVs > Spherical Mapping”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>The texture should now look much better.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Now go to “Create > Polygon Primitives > Sphere” to create some geometry for the carpet.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>Position the sphere accordingly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Then scale it to an appropriate size.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Open the &#8216;Hypershade&#8217; editor”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p> With “Create mental ray Nodes&#8221; active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the new material, name it &#8220;Carpet&#8221;, change the &#8220;Diffuse&#8221; color to a beige tone, and change the &#8220;Reflectivity&#8221; to &#8216;0&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Apply the new material to the carpet.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Select the carpet object, go to the “Fur” tab, and select the “Sheep” preset.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>In the &#8216;Attributes&#8217; editor of the &#8220;Fur&#8221; you just created, change the &#8220;Base&#8221; and &#8220;Tip&#8221; colors to beige.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Go to “Create > Lights > Area Light”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>Position the new &#8220;Area Light&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Duplicate the &#8220;Area Light&#8221;, and position the copy accordingly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>In the &#8216;Attributes&#8217; editor of both lights, change the &#8220;Intensity&#8221; to &#8216;0.450&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Scroll down to the “Raytrace Shadow Attributes” section, enable “Use Ray Trace Shadows”, and change the “Shadow Ray” to &#8216;15&#8242;. Again, do it for both lights.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Position the camera as you see fit.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Go to “Window > Rendering Editors > Render Settings”, to open the “Render Settings” window .</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>Inside the “Render Settings” window, change the “Render Using” option to “mental ray”. Then, under the “Quality” tab, change the “Max Sample Level” to &#8220;2&#8243;, and under the “Multi-pixel Filtering” section, change the “Filter” to “Gauss”. Lastly, under the “Raytracing” section, change the following options:</p>
<li>Reflections = 5</li>
<li>Refractions = 5</li>
<li>Max trace Depth = 10</li>
<li>Shadows = 5.</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Go to the “Indirect Lighting” tab, and in the “Final Gathering” section, enable “Final Gathering”, change the “Accuracy” to &#8220;300&#8243;, and adjust the “Point Density” to &#8220;0.200&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>If you render the scene now, you will see that it still needs more light.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>Go to “Window > Outliner”, to open the “Outliner” window, and then select your camera.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>In the &#8216;Attributes&#8217; editor of the camera, scroll down to the “Environment” section, and change the “Background Color” to grey. This will make all of the surroundings brighter.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>If you render the scene, you should see that it looks a lot better. The carpet, however, still needs some work.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Select the carpet, and go to the &#8216;Attributes&#8217; editor of the fur. Change the “Density” to &#8220;50000&#8243;, adjust the “Tip Color” to a whiter beige, and increase the “Length” to &#8220;1.200&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>If you are still not happy with the carpet at this point, you can try adjusting the &#8220;Fur&#8221; to your own settings.  That&#8217;s it!  Hope you enjoyed the tutorial!!</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/058_Maya_LivingRoom2/50.jpg" alt=" " /></div>
</p>
<h4>Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>27</slash:comments>
		</item>
		<item>
		<title>Model and Texture a Posh Living Room Scene in Maya &#8211; Day 1</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-posh-living-room-scene-in-maya/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 10:00:45 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1091</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/PREVIEW.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will go through the process of modeling and rendering a Living Room in Autodesk Maya. You will also learn to use Mental Ray (along with the new architectural materials), create realistic fur, and implement studio lighting to create nice and soft shadows and highlights.</p>
<p><span id="more-1091"></span></p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-and-texture-a-posh-living-room-scene-in-maya-day-2/">Day 2</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/FINAL_IMAGE_BIG.jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/FINAL_IMAGE_600px.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>Create a primitive cube.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the cube, and change the “Subdivisions Width” to &#8216;20&#8242; (this will give us enough geometry to deform the cube).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Go to “Edit Mesh > Insert Edge Loop Tool”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>With the “Insert Edge Loop Tool” selected, create 2 lines around the cube.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>Select all of the faces that go around the cube.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>With those faces selected, go to “Edit Mesh > Extrude”</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Extrude outwards, just a little bit.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Select the small faces that go around the cube.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Go to “Edit Mesh > Extrude”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Extrude the faces outwards a bit.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>With the cube selected, press number 3 (the entire cube should smooth out). It it should pretty good now, but the corners are not sharp enough yet.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p> Go to “Edit Mesh > Insert Edge Loop Tool”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>With the “Insert Edge Loop Tool” active, create 4 edges to make the corners smooth out.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>With the “Animation” menu active and the cube selected, go to “Create Deformers > Nonlinear > Bend”. This will create a deformer to make the curvature of the sofa.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>With the &#8216;Bend&#8217; deformer selected, go to the &#8216;Attributes&#8217; editor and change the &#8216;Z&#8217; rotation to &#8216;90&#8242; (this number will vary depending on the position of your cube).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Go to the “bend1” attributes and change the following settings:</p>
<li>Curvature: 1.700</li>
<li>Low Bound: -0.600</li>
<li>High Bound: 0.400</li>
<p><em>Note: These settings will vary depending on the shape of your cube and how you want it to deform.</em></p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>The result should look something like this.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Select the cube and the deformer, and rotate them to position the sofa.  The sofa is almost ready now. You are only missing the legs.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Create a cylinder.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the cylinder, with the “polyCylinder1” tab active, and change the “Subdivisions Height” to &#8216;36&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>Select the cylinder, and using the scale tool, squeeze the cylinder on one axis.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>With the “Animation” menu active, go to “Create Deformers > Nonlinear > Bend”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>Go to the &#8216;Attributes editor, and change the &#8216;Y&#8217; rotation value to &#8216;90&#8242; (this setting will vary depending on the position of your cylinder).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Go to the “bend2” tab of the &#8216;Attributes&#8217; editor, and change the following settings:</p>
<li>Curvature: 0.750</li>
<li>Low Bound: -0.300</li>
<li>High Bound: 1.500</li>
<p><em>Note: These settings will vary depending on your cylinder, and how you want it to deform.</em></p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Make 4 duplicates of the cylinder, and position them to match the size of the sofa.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Select all of the cylinders (including the deformers), and move them into position.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Now that the sofa is finished, select all of the objects and go to “Edit > Group”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>Under the &#8216;Attributes&#8217; editor of the new group, change the name of the group to &#8220;Sofa&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>With the side view active, go to “Create > CV Curve Tool”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>With the “CV Curve Tool” active, make a curve.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Duplicate the curve, and move the copy to the other side.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Select both curves, and with the “Surfaces” menu active, go to “Surfaces > Loft”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Duplicate the &#8220;Sofa&#8221; group, and position both sofas.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Go to “Create > Polygon Primitives > Pipe” and create a pipe.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>Rotate the pipe into position.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Go to the &#8216;Attributes&#8217; editor of the pipe, and change the “Subdivisions Axis” to &#8216;6&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>Select some of the vertices and start modifying the base geometry of the table. When you are finished, press &#8216;3&#8242; on the keyboard to make the table smooth.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Under the “Polygons” menu, go to “Edit Mesh > Insert Edge Loop Tool”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>With the “Insert Edge Loop Tool” active, add some edges around the table to make the corners sharper.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>With the table selected, go to “Mesh > Smooth”, change the “Division Levels” to &#8216;2&#8242;, and click “Smooth”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>You are almost done modeling, but you are still missing the table top and the vase.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Go to “Create > Polygon Primitives > Cylinder” and create a cylinder.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>With the top view active, scale the cylinder to match the size of your table.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>With the side view active, go to “Create > EP Curve Tool”, and create a curve that matches the silhouette of one half of the vase.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>With the curve selected, go to “Modify > Center Pivot”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>With the “Surfaces” menu active and the curve selected, go to “Surfaces > Revolve”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>If your object does not look improperly deformed (like the ones in the image), skip to “Step 49”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>Select the curve and move it to right or left until the object looks right.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Congratulations, you have reached the end of the modeling stage of the tutorial!  Stay tuned for part 2&#8230;Materials!!</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/049_Maya_LivingRoom/49.jpg" alt=" " /></div>
</p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-and-texture-a-posh-living-room-scene-in-maya-day-2/">Day 2</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
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		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>How to Create an Awesome Fire Effect Using Maya Fluids</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/how-to-create-an-awesome-fire-effect-using-maya-fluids/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/how-to-create-an-awesome-fire-effect-using-maya-fluids/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 10:00:37 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=943</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/PREVIEW.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to create a fire animation inside Maya, and adjust the settings for your own projects. We will create the fire from scratch using Maya Dynamics and Fluids. The fire animation we will create can be rendered using both Maya software and Mental Ray.</p>
<p><span id="more-943"></span></p>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/FINAL_IMAGE_BIG.jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/FINAL_IMAGE_600.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>Open the scene you are going to use. I created a scene with a lighter, some lights and a white background.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Make sure the “Dynamics” menu is active, and then go to “Fluid Effects > Create 3D Container with Emitter”. Position and scale the container to match your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Select the container you just created, and then go to its attributes (make sure you are looking at the “fluidShape2” attributes).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>You are going to leave the resolution at a very low number for now. Change the following options under &#8220;Container Properties&#8221;.</p>
<li>Resolution = 10, 10, 10</li>
<li>Boundary Y = -Y side</li>
<li>Contents Method</li>
<li>Temperature = Dynamic Grid</li>
<li>Fuel = Dynamic Grid</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>Select only the emitter and move it down with the move tool.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Increase the number of frames. Do a playback to see how the animation of the flame is looking.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Select the container, and under the “fluidEmitter1” attributes, change the following options:</p>
<li>Fluid Attributes: Heat/Voxel/Sec = 2.000; Fuel/Voxel/Sec = 4.000</li>
<li>Fluid Emission Turbulence: Turbulence = 1.150</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Go to the “fluidShape2” attributes and change the following options:</p>
<li>Density: Buoyancy = 9.000; Dissipation = 0.182</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Inside the “fluidShape2” attributes, change the following options under the “Contents Details” section:</p>
<li>Velocity: Swirl = 10.000</li>
<li>Turbulence: Strength = 0.010</li>
<li>Temperature: Temperature Scale = 1.930; Buoyancy = 9.000</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>If you do a playback of the fire you should see the fire reaching the top of the container and creating an undesirable effect.<br />
To fix this, you need to increase the size of the container.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Go to “Fluid Effects > Extend Fluid” open the settings of that tool, and then change the “Extend Y by:” to &#8216;2&#8242; and click on “Apply and Close”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Now the fire has more space to move.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Select the container, and under the “fluidShape2” attributes, change the following options:</p>
<li>Fuel: Fuel Scale = 1.960; Reaction Speed = 0.970</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Scroll down to the &#8220;Shading&#8221; section and change the following options:</p>
<li>Shading: Transparency = White Grey; Dropoff Shape = Sphere; Edge Dropoff = 0.440</li>
<li>Color: Selected color = Black</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Scroll down to the “Incandescence” section, and change the graph as shown on the image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Go to the Opacity graph and change it as shown in the image. Then modify the following options:</p>
<li>Incandescence: Incandescence Input = Temperature; Input Bias = 0.387</li>
<li>Opacity: Interpolation = Spline; Opacity Input = Density; Input Bias = 0.315</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>If you do a playback of the fire, you should see a nice looking animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>If you render the scene, you should see that the fire looks good now too.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>If you want to modify the &#8220;Brightness&#8221; intensity of the fire, go to the “fluidShape2” attributes, and under the “Incandescence” section, change the “Input Bias” to a value that works for you.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>I used Mental Ray to render the fire, but you can change it to Maya by going to the “Render Settings” menu, and at the top of the window, change “Render Using” to Maya Software.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>If you render the scene it should still looks pretty great, but all of the objects in my scene disappeared (except for the fire) because they all have mental ray materials.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>Lastly, if you go to the “Attributes” of the container, you can use one of the other cool presets that Maya has built in.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>The image below was created using the “thickcloudPuff” preset.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/042_Maya_Fluids/23.jpg" alt=" " /></div>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>29</slash:comments>
		</item>
		<item>
		<title>Model and Texture a Photorealistic USB Cable with Maya and Mental Ray, Day 2 &#8211; Basix</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-photorealistic-usb-cable-with-maya-and-mental-ray-day-2/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-photorealistic-usb-cable-with-maya-and-mental-ray-day-2/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 07:00:30 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Basix]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=625</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/PREVIEW.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will go through the process of modeling and rendering a Photorealistic USB cable in Autodesk Maya. You will also learn to use Mental Ray, along with the new architectural materials, rendering layers, and Photoshop, to create a fast, accurate, and photorealistic depth of field.</p>
<p><span id="more-625"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/modeling-and-texturing-a-photorealistic-usb-cable-with-maya-and-mental-ray-part-1/">Day 1</a></h4>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/FINAL_IMAGE_BIG.jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/FINAL_IMAGE_600px.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>This is where we left off at the end of Day 1.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Go to “Window > Settings/Preferences > Plug-in Manager”, and locate “Mayatomr.mll&#8221;.  Check off both &#8220;Loaded&#8221;, and &#8220;Auto Load&#8221; (do this step only if mental ray is not already loaded).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>With the “Hypershade” window open, change the type of nodes from Maya to Mental Ray, and create a new “mia_material_x” </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>Go to the attribute editor for the new material, name the material, and adjust the attributes as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Scroll down to the &#8220;Bump&#8221; selection, click on the little check board square at the right of &#8220;Standard Bump&#8221; (this will open a new window).  Now scroll to the &#8220;3D Textures&#8221;, and select “Rock”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>With the “Bump” attribute editor open, change the “Bump Depth” to &#8216;0.062&#8242;, and click on the door at the right of “Bump Value”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Change “Color 1” to a white grey.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>In the “Hypershade” editor, create 3 “mia_material_x” materials.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Open the attribute editor of one of those materials, name it &#8220;mia_cable&#8221;, and adjust the attributes as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Scroll down to the bump section, click on the check board square next to &#8220;Overall bump&#8221; (this will open a new window), scroll down to 3D textures and select &#8220;Brownian&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>With the &#8220;Bump&#8221; attribute editor opened, change “Bump Depth” to &#8220;0.372&#8243;, and click on the little door next to “Bump Value”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Name the texture &#8220;brownian_cable&#8221; and modify the settings as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Open the attribute editor for another one of the “mia_material_x” materials, name the material &#8220;mia_MetalConnector&#8221;, and adjust the attributes as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Don´t forget to check the “Metal Material” option, at the bottom of the &#8220;Reflection&#8221; section.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Scroll down, open the “Anisotropy” section, and change the “Anisotropy” value to &#8220;0.100&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>Open the last “mia_material_x” material, name it &#8220;mia_whitePlastic&#8221;, and adjust the attributes as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Now assign every material to corresponding polygons in the scene. This is how it should look.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Select the white box inside of the metal connector, and go to “Window > UV Texture Editor”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Go to “Create UV´s > Planar Mapping”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>With the top view active, scale the mapping so it only covers the 2 holes on the metal connector.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>With the “UV Texture Editor” open, go to “Polygons > UV Snapshot” (this will open a new window).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>Modify the settings as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Open up the UV snapshot file you just saved in Photoshop.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Make a White layer.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Add some dirt to the image and save it out.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Open the attribute editor for the white material, click on the little check board square next to color, and in the new window, click on “File”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>Select the image you made with Photoshop, and change the “Filter Type” to off.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Go to “Create > Lights > Area Light”, and create 2 lights.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Position the lights as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Open the light attribute editor and change the “Intensity” to &#8220;0.744&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Scroll down to the “Shadows” section, check the “Use Ray Trace Shadows” option, and change “Shadow Rays” to &#8220;30&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Make the same adjustments for the other light.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Go to “Create > Cameras > Camera”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>In the little menu on top of the perspective view, go to “Panels > Perspective > Camera”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Move the camera to a good position.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>Open the “Rendering Settings”, and change “Render Using” to &#8220;Mental Ray&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Go to the “Quality” tab, and adjust the settings as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>Go to the “Indirect Lighting” tab and activate “Final Gathering”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Go to the “Common” tab, change “Renderable camera” to your main camera, and the image size to &#8220;720P&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Now render the scene.  As you can see, we are only missing the depth of field.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Go to the &#8220;Rendering&#8221; layers editor, create a new layer named “Depth of Field”, and add all the objects in the scene to it.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>With the new render layer selected, go to the camera attributes, scroll down to “Depth of Field”, right click the option, and select “Create Layer Override” (the words should change to orange).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Adjust the settings of the depth of field as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>Go to the &#8220;Depth of Field Tab&#8221;, click on &#8220;Presets&#8221;, and select &#8220;Luminance&#8221; map (everything should turn black).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>This is how the scene should look.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>Render the layer.  Now we have depth of field information for Photoshop.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>In the “Render View” menu, go to “File > Save Image” and save the image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Now render the master layer, and save the image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>Open Photoshop, make 2 layers (1 with the USB, and the other with the depth of field information). Select the depth of field layer and copy it.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/50.jpg" alt=" " /></div>
<h3>Step 51</h3>
<p>With the “Channels” tab active, create a new channel, and go to “Edit > Paste”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/51.jpg" alt=" " /></div>
<h3>Step 52</h3>
<p>Hide the depth of field layer, and select the USB layer.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/52.jpg" alt=" " /></div>
<h3>Step 53</h3>
<p>Go to “Filter > Blur > Lens Blur” (this will open a new window).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/53.jpg" alt=" " /></div>
<h3>Step 54</h3>
<p>Change the source to “Alpha 1”, and adjust the other settings to match you preferences.  Click on OK.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/54.jpg" alt=" " /></div>
<h3>Final Result</h3>
<p>Now save the image and you are done!!!</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/023_Maya_USB_2/55.jpg" alt=" " /></div>
</p>
<h4>Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/modeling-and-texturing-a-photorealistic-usb-cable-with-maya-and-mental-ray-part-1/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
]]></content:encoded>
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		<slash:comments>37</slash:comments>
		</item>
		<item>
		<title>Model and Texture a Photorealistic USB Cable with Maya and Mental Ray, Day 1 &#8211; Basix</title>
		<link>http://cg.tutsplus.com/tutorials/autodesk-maya/modeling-and-texturing-a-photorealistic-usb-cable-with-maya-and-mental-ray-part-1/</link>
		<comments>http://cg.tutsplus.com/tutorials/autodesk-maya/modeling-and-texturing-a-photorealistic-usb-cable-with-maya-and-mental-ray-part-1/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 07:00:28 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Basix]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=603</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/PREVIEW.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will go through the process of modeling and rendering a Photorealistic USB cable in Autodesk Maya. You will also learn to use Mental Ray, along with the new architectural materials, rendering layers, and Photoshop, to create a fast, accurate, and photorealistic depth of field.</p>
<p><span id="more-603"></span></p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-and-texture-a-photorealistic-usb-cable-with-maya-and-mental-ray-day-2/">Day 2</a></h4>
<p>This is part 1 of the tutorial: the modeling process.</p>
<h3>Final Effect Preview</h3>
<p><a href="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/FINAL_IMAGE_BIG.jpg">
<div class="tutorial_image">Click on the image to open a High-Rez version.<img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/FINAL_IMAGE_600px.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Step 1</h3>
<p>Create a primitive cube and scale it to match the size of a USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Under the “Polygons” menu, go to the “Edit Mesh > Insert Edge Loop Tool&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Create 2 edge loops.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Select 8 vertexes from the end of the geometry, and with the scale and move tools, modify the geometry to match the basic shape of a USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>This is how it should look (depending on the type of USB cable you are trying model).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Select the front face of the USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>With that same face still selected, go to “Edit Mesh > Extrude”, and create an inner face.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Once again, go to “Edit Mesh > Extrude”, and extrude the face inward a bit.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Go to “Edit Mesh > Insert Edge Loop Tool&#8221;, and add some edges, to create a new face on the top of the USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Select the new face, then go to “Edit Mesh > Extrude”, and extrude the face slightly inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Go to “Edit Mesh > Insert Edge Loop Tool”, and create 16 edges on the side of the USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Select 16 faces from the 32 you just created (every other one).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>With those faces selected, go to “Edit Mesh > Extrude”, and extrude the faces inward as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Scale the shape of the faces to make them smaller on the vertical axis.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>This is how it should look on both sides.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Go to “Edit Mesh > Insert Edge Loop Tool”, and create 2 edges on the sides of the USB. If you get a problem like the one in the image, just go to the next step.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>Go to “Edit Mesh > Split Polygon Tool”, click on the beginning of the line you want to create, and once again at the end.  Do this for both edges, and for both sides of the USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Select all of the small faces that you just created on the sides of the USB, then go to “Edit Mesh > Extrude”, and extrude those faces inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>You should have something that looks like this.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Go to “Edit Mesh > Split Polygon Tool”, and to “Edit Mesh > Insert Edge Loop Tool”.  Using both tools as necessary, create edges at every hard angle change of the USB (use the images as reference).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/20.jpg" alt=" " /></div>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/20a.jpg" alt=" " /></div>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/20b.jpg" alt=" " /></div>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/20c.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>When you are finished, select the USB object and simply press number 3 on your keyboard to smooth it.  Then just sit back and watch how nice the smoothed USB looks.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>Now, create a primitive cube, position it, and scale it to fit inside the USB.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>Go to “Edit Mesh > Extrude”, and extrude the front face of the metal connector.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Once again, go to “Edit Mesh > Extrude”, and extrude the face inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Go to “Edit Mesh > Insert Edge Loop tool”, and create 2 edge loops through the middle of metal connector.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Select the small faces you just created, then go to “Edit Mesh > Extrude”, and extrude them slightly inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Go to “Edit Mesh > Insert Edge Loop tool”, and create some new edges to make 2 faces at the top of the connector.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>Go to “Edit Mesh > Extrude”, and extrude the 2 faces inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Select the 2 faces and delete them to create 2 holes.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Now you are going to use a different method to smooth the object (this method can only be used with simple geometry).</p>
<p>Go to “Edit Mesh > Bevel”, set the &#8216;Width&#8217; to &#8216;0.6&#8242; (this will depend on how smooth you want the object to be, and also the size of the object).  Also, set the &#8216;Segments&#8217; to 1, the &#8216;Offset type&#8217; to &#8216;Fractional&#8217;, the &#8216;Offset space&#8217; to &#8216;World&#8217;, and the &#8216;UV assignment&#8217; to &#8216;Planar project per face&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Now simply press number 3, and you should see some nice edges.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Make a primitive cube, and fit it inside the metal connector.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Go to “Edit Mesh > Bevel”, to smooth the cube.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Go to the “Create > EP Curve Tool”, and set the &#8216;Curve degree&#8217; to &#8216;3 cubic&#8217; (this will create a nice curve).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>Draw the cable as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Select the control vertexes of the curve and adjust them to your liking.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>This is how my curve looks, but you can make yours any way you like.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Make a primitive cylinder, and scale the diameter to match your cable.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>Move the cylinder to the end of the curve.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Scale the cylinder to match the length of the cable.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Increase the  &#8216;Subdivisions Height&#8217; to at least 300.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Select the cylinder, press “shift”, and then select the curve (the order in which you select the objects is very important).</p>
<p>Now, with the objects selected, go to “Animate > Motion Path > Attach to Motion Path&#8221; (in the “Animation” menu).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>Move the time line to check if the object is moving properly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Now we need to make the cylinder distort around the curve.</p>
<p>So, with the cylinder selected, go to “Animate > Motion Paths > Flow Path Object”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>With the deformer you just created selected, change the &#8216;T Divisions&#8217; to &#8216;400&#8242;, and the cylinder should be following the curve smoothly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>To hide the deformers, go to “Show > Deformers” in the little menu on top of perspective view.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>Now create a primitive plane for the floor.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>To attach the cable to the USB, just create a primitive cylinder, and position it as shown.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>In the “Polygons” menu, go to “Edit Mesh > Insert Edge Loop Tool”, and make some edges around the cylinder.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>Select the faces that you want to extrude, then go to “Edit Mesh > Extrude”, and extrude them inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/50.jpg" alt=" " /></div>
<h3>Step 51</h3>
<p>Create a primitive cylinder (this will be the thick portion of the cable).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/51.jpg" alt=" " /></div>
<h3>Step 52</h3>
<p>Change the “Subdivisions Axis” to &#8216;50&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/52.jpg" alt=" " /></div>
<h3>Step 53</h3>
<p>Go to “Edit Mesh > Insert Edge Loop Tool”, and insert to 4 edges (2 on each side).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/53.jpg" alt=" " /></div>
<h3>Step 54</h3>
<p>Select the vertexes at the end of the cylinder and scale them.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/54.jpg" alt=" " /></div>
<h3>Step 55</h3>
<p>Do the same for the opposite side.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/55.jpg" alt=" " /></div>
<h3>Step 56</h3>
<p>Go to “Edit Mesh > Insert Edge Loop tool”, and insert some edges at the hard angles of the cylinder.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/56.jpg" alt=" " /></div>
<h3>Step 57</h3>
<p>Make sure it&#8217;s the same for both sides.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/57.jpg" alt=" " /></div>
<h3>Step 58</h3>
<p>Create small cylinders and position them were you want the holes to be.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/58.jpg" alt=" " /></div>
<h3>Step 59</h3>
<p>Select the 4 cylinders, and go to “Mesh > Combine”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/59.jpg" alt=" " /></div>
<h3>Step 60</h3>
<p>Now you need to create some geometry for the holes (this is very important, because if you don´t do it, the hole could have some errors).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/60.jpg" alt=" " /></div>
<h3>Step 61</h3>
<p>Select the big cylinder, press “shift”, and then select the small cylinders. Go to “Mesh > Booleans > Difference”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/61.jpg" alt=" " /></div>
<h3>Step 62</h3>
<p>This is how it should look (little holes without glitches).  If you do get any problems, just move the edges around until they disappear.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/62.jpg" alt=" " /></div>
<h3>Step 63</h3>
<p>Now position the cylinder where you want it to be.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/63.jpg" alt=" " /></div>
<h3>Step 64</h3>
<p>Select the front faces from both sides.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/64.jpg" alt=" " /></div>
<h3>Step 65</h3>
<p>Go to “Edit Mesh > Extrude”, and extrude the faces to make a smaller circle.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/65.jpg" alt=" " /></div>
<h3>Step 66</h3>
<p>Select the new faces, go to “Edit Mesh > Extrude” and extrude them inward.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/66.jpg" alt=" " /></div>
<h3>Step 67</h3>
<p>This is how it should look (I have hidden the floor so you can see the results better).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/67.jpg" alt=" " /></div>
<h3>Step 68</h3>
<p>For the background, I used a cloth included in a tutorial from the “Digital Tutors” series.  You can check it out here:  <a href="http://www.digitaltutors.com/store/product.php?productid=3575&#038;cat=41&#038;page=3">http://www.digitaltutors.com</p>
<p></a>.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.cdn.plus.org/021_Maya_USB/68.jpg" alt=" " /></div>
</p>
<h4>This tutorial is Day 1 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/model-and-texture-a-photorealistic-usb-cable-with-maya-and-mental-ray-day-2/">Day 2</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
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