Maya • Diffuse, Specular, and Bump Maps

 Lights are in and then we needed to colour block / choose the aesthetic

colour chosen in Maya is gamma-corrected by 2.2, and this will need to be adjusted to photoshop files
can take the actual colour numbers and take the colour from the image, we then rendered an AO (ambient occlusion) version, two of them one with no falloff and one with a value of 1 in falloff.
we combined this with diffuse, bump, and specular maps, to create the image below.

After the class, I went back over the steps on my own and fiddled about with a few settings which got me to the purple variant, which I used for the cover of the post.
A problem that came up was that I'd mixed up my bump and specular maps, which gave a weird look to the render.

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