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Hey guys, in this second and final part of the Shoe tutorial, I am going to share with you the process of Unwrapping, Texturing, Lighting and Compositing the shoes.
Step 1
Open the Shoe file which we had saved in the end of the last part of the tutorial. Since we have already done the modeling of the shoes we don’t need the image planes anymore and we’ll delete them now. To delete the image planes, go to Window > Rendering > Editor > Hypershade > Utilities, select the image planes and press Delete.
Step 2
Select a part of the shoe and then press the arrow key. You’ll see the whole shoe is selected now. This is because we have made a group of all the parts of the shoe. After making the group, we can select the object like this.
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Step 3
Now after selecting the shoe, make it isolated. Select it, then go to Show > Isolate Select > View Selected or press Shift + I.
Step 4
Now we will Unwrap all the parts of the shoe one by one. Let’s start with the shoe’s sole. Select it and make it isolated, and then Select the Top and Bottom faces of the shoe.
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Step 5
Then go to Create UVs > Planner Mapping (click on the option box.) It opens the Planner Mapping Options box. Set the axis according to your selected faces and click on Apply.
Step 6
You can see a red colored T shape in the viewport. When you click on it, it shows the Manipulator on the screen. In the Manipulator, we have Move, Rotate and Scale tools and we can use them accordingly to transform the UVs in the UV texture editor. After that if you want to move, scale or rotate any unwrapped faces like I have selected Top and Bottom faces of the shoe, you have to select the UVs first. So Right click and then select UV.
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Step 7
Now we have to check that UVs are opened properly or not. So go to Window > Rendering Editor >Hypershade and choose the checker material from the material list.
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Step 8
When you open the UV texture editor you will see the Checker material in your UV texture editor also. As you can see in the image all the checkers are stretched.
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Step 9
Now we will learn how to set the UVs perfectly. Go to UV texture editor, Right-click > UV, select all the UVs.
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Step 10
Select a vertex in the UV Texture Editor and then go to Select > Select Shell. The whole UV group is now selected.
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Step 11
Now select the front faces of the sole.
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Step 12
Now I will tell you how to set the overlapped UVs. Select the overlapped UVs then go to Tool >Smooth UV tool.
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Step 13
Whenever you want the UVs to be straight, Select the UVs and use these four red arrows according to the direction. I am using magnifier to show you the larger image.
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Step 14
Now select some faces on the heel and unwrap them separately.
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Step 15
Now we have to unwrap the front part of the shoe.
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Step 16
Select the top faces.
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Step 17
Now select the inside faces and apply Planner mapping.
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Step 18
Select the front toe outside faces and unwrap them.
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Step 19
Now follow the next several images to unwrap the rest of the UVs (which I've marked below with a red arrow.)
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Step 20
Select edges from the joints (or from where both the UV sets will be connected.) When you select the edges you can see that other edges become selected automatically. These are the corresponding edges of the selected edges. It means that the edges you selected first, will be connected with their corresponding edges which were selected automatically.
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Step 21
Now you have learned how to unwrap. Just like this unwrap the back part of the shoe. I think I don’t need to repeat the same steps again, because now you can unwrap it easily.
Step 22
Similarly unwrap the shoe's logo.
Step 23
Now we have to unwrap shoe laces. This time I will teach you how to unwrap Cylindrical shapes. First of all Delete the cap faces of the lace.
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Step 24
Now Select some more faces and unwrap them.
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Step 25
Apply the checker material onto the shoe lace and check that the UVs are opened properly or not.
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Step 26
Now again connect both the UV sets with the help of the Move and Sew tool.
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Step 27
Now you have come to know how to unwrap a cylindrical shape. Sometimes you may have to face some difficulty. Suppose you have to connect two faces together as shown in the image below.
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Step 28
To solve this problem first Undo the last command.
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Step 29
Select the whole shoe as a group. You know how to select a group! Select any part of the shoe and then press the Up arrow key.
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Step 30
Now set the UVs in the box as you can see in the image below.
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Step 31
Open Photoshop and also open the UV snapshot of the shoe. We saved it in PNG format, so the background will not be visible.
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Step 32
Keep the background layer below 'Layer 0'. Press Alt + Backspace to fill the background layer with a Black color.
Step 33
Before starting texturing we have to collect textures for our shoes. So I took some textures from my texture library. A seamless leather texture, one rough fabric texture for the shoelaces and one texture for sole’s bottom.
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Step 34
So let’s start texturing. Go back to Photoshop, open the shoe UVs PNG image. Always Keep the UV layer on top and rename it as UVs. Open the leather texture and drag it onto the shoe UVs PNG image.
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Step 35
Now select all three texture layers one by one and press Ctrl + J to duplicate the layer and then merge all three duplicate layers together, and hide the original layer.
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Step 36
When you keep the UVs layer on top you have to adjust its opacity. Now open the rough fabric image and decrease its size by pressing Ctrl + T and Scaling it down. Then place it over the shoelace UVs.
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Step 37
Now open the sole bottom image. Select the white area by using the Magic Wand tool and then press Ctrl + Shift + I, and now drag the image into the UVs file. As you can see only the sole is moved and the white area gets cut automatically. After that press Ctrl + T to free Transform the selection and then Right-click and Flip the sole horizontally to set it according to the sole’s UVs.
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Step 38
Drag the sole image again in the main UV file. This time delete the sole’s upper part except for the heel. Now texture the remaining heel part as you can see in the image below.
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Step 39
Take a New Layer and rename it as ‘Sole Side’. Take the Brush tool with a Black color. See the color palette and just copy the color values or change them as you like.
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Step 40
Now Create a New Layer for the logo and rename it the as ‘Logo’. Then choose this Grey color (shown below) for the whole logo. We can always change it later, if it doesn’t look good.
Step 41
I took a cream colored texture from my texture library to texture the inside area of the shoe.
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Step 42
Now we have to texture the stitches on the shoe. For this I took an image with stitches from my texture library.
Step 43
Now open this image in Photoshop. Pick up the Quick Selection tool (where the red arrow is pointing.) Then with the help of the Quick Selection tool, select a stitch.
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Step 44
Press Ctrl + T for Free Transform selection. Do a Right-click on the selection and then click on 90 degree CW (clock wise.)
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Step 45
Now go to Image > Adjustments > Hue/Saturation, click on Colorize and then copy the values that you can see in the figure below. By doing this, we will change the color of the stitch to light Brown because our shoe texture is also Brown.
Step 46
Name this layer, as ‘Stitches’. Now copy this stitch and place every stitch like a queue by pressing Alt + Left-click and dragging.
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Step 47
Now let’s apply the texture onto the shoe. First of all Save the texture in PNG or JPEG format. Back in Maya, Open Hypershade by going to Window > Rendering Editor > Hypershade. Double click on Blinn. You can see the Attribute Editor opened on the right side. Rename the Blinn as ‘shoe texture’.
Step 48
Now click on the Color Material Attribute box which I'm showing below with the Red arrow. Then the 'Create Render Node' window will open. Click on ‘File’.
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Step 49
Select the shoe group and Delete the history. Then apply the smooth. You can check the texture with smoothness by pressing 3.
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Step 50
Now we need to create a bump map for depth. Select all the visible layers and make a duplicate of them all, then merge them and rename it as 'Bump Map' and create a separate shoelace Bump map.
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Step 51
Take a duplicate copy of the stitches layer, by selecting the stitches layer and pressing Ctrl + J.
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Step 52
Set the foreground color to White and then press Alt + Backspace to fill the stitches with the White color. After that press Ctrl + D to deselect the stitches layer.
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Step 53
Now apply this bump onto the shoe in Maya. Just check the render to see how the Bump map is working. As you can see in the figure below, the stitches texture is going inside. You have to face this kind of problem in Maya sometimes, but don’t worry, just set the Bump Depth value to negative and then check the render again.
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Step 54
Now let’s start the lighting part. For this I will make a simple studio type lighting setup with some global illumination attributes, final gather attributes and HDRI attributes. Before lighting make sure that your renderer is set to Mental Ray. For this go to Rendering Editors > Render Settings.
Step 55
This opens the Render Settings window. Set the Render Using the tab to Mental Ray.
Step 56
We need to set a camera angle now. For that we have to set a proper Perspective View first.
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Step 57
We need to change some of the material attribute values of the shoe.
Step 58
Now it’s time to place an HDR image. Go to the Render Settings tab and click on the Indirect Lighting tab. After that we have to enable the image based lighting. So click on the ‘Create’ button in front of the Image Based Lighting option.
Step 59
It opens the Attribute Editor, where you can get an HDRI browser in the Image Name options. Here you can browse to your desired HDRI image from the library.
Step 60
After that change the Hardware Alpha value from 0.500 to 1.000 as shown in the figure below.
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Step 61
Now it’s time to create lights in the scene. Here I will use 3 lights - key light, fill light and back light. I will place these lights in three different places in the view port with different values for their: lighting intensity, shadows and GI value. Now go to the Top View in the viewport.
Step 62
After that go to Create > Lights > Area Light and create an Area Light in the viewport.
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Step 63
I’ll then position the 3 different lights at different positions according to my bookmark. I also renamed these lights as key_light, fill_light and back_light respectively.
Step 64
Now select the first light (key_light) and open the Channel Box/Layer Editor and set the Translate, Rotation and Scale values according to the image below or according to your priorities in your case.
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Step 65
Now select the second light (fill light) and change the position attributes according to the following figure.
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Step 66
Next select the third light (back_light) and change the position attributes according to the image.
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Step 67
Now it is time to work on the Render Settings. Here we will turn on the GI (global illumination) and the FG (final gather.) With Final Gather, every object turns into a light source. So each object in the scene influences the color of its surroundings just like in the real world. Now turn on the Global Illumination in the Render Settings tab. And set the value of Accuracy, Scale color, Radius, and Merge Distance.
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Step 68
Now save the rendered image for composting later. But do not close the MAYA software. Because we also need an Ambient Occlusion pass. So render and save the Ambient Occlusion pass too. Now we will start compositing the render passes in Photoshop.
Step 69
Now open Photoshop again and import both images - the Master Render and the AO pass.
Step 70
Drag the AO pass layer into the canvas of the Master Render layer and put it at the top.
Step 71
Change the Blending mode of the AO Pass layer to ‘Multiply’. Make the AO pass layer a bit lighter with the help of Levels or the Brightness/Contrast filter. Add an exposure adjustment layer on/above the Master Render to make the image brighter. And also add a Brightness/Contrast adjustment layer for better contrast quality. You can always change the values of the filters anytime. And now your image is ready.
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