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Sculpting Tools

       Change a torus into a fresh baked frosted chocolate donut.

Select the Modeling section of Maya, choose from upper left.

Choose Create->Polygon Primitives->Torus->option  
     Input Subdivisions Axis 40
     Input Subdivisions Height 40

Poly Sculpting Tool
Mesh Tools->Sculpting Tool ->Sculpt Tool->option
(Sculpting tools only work on polygons.)
     Input Size: 0.4
     Input Strength: 0.2
Hold left mouse key and drag over the sphere to sculpt.

Check Invert under the Sculpt tool to push the points.

To easily access the sculpting tools, Click on the Sculpting tab on the shelf.
To open up sculpting tool settings, double click a Sculpting Tool on the Sculpting shelf.

Experiment with other sculpting tools.

Textures as Brushes
To sculpt with image textures:
In Tool Settings, under Stamp, check Use Stamp.
Click on Import next to the blank texture square.

On mac, go to:

On PC, go to:
C:\Program Files\Autodesk\Maya2020\Examples\Modeling\Sculpting_Stamps

Select any .tif texture. Hit Open
Click on Pick Stamp next to the texture, you should see all the other stamps available to use in the Content Browser.

Now when you use the sculpt tool, it should be textured.
You can also use Stamp with other Sculpting tools to add textures to your model.

Sculpt Geometry Tool  NURBS or POLY
Go to the Modeling Section, this is similar to the Sculpting tools, but also works on NURBS.

Surfaces->Sculpt Geometry Tool->option

Displacement Maps with the Sculpt Geometry Tool
Add a shape with a lot of extra geometry (CVs or vertices).

Choose Surfaces->Sculpt Geometry Tool->option 
This works with Poly or NURBS

Choose the Attribute Maps section

Under Import, Click the Import... button
     Choose an image

Look at your geometry, the image distorted it.

Go back to the first Sculpt tab, notice your shape was distorted by the max displacement and push or pull.

Try painting a distortion with one of the brushes, you may need to change the radius.

3D Paint a Texture Map Poly or NURBS

  Windows->Rendering Editors->Hypershade
Under the Create tab, create a new shader ball.
Select a your model.
Use the right mouse key over one of the shader balls select Assign Material to Selection.
Double click the shader ball you just assigned.
Click the Map Button map_button.jpg across from Color
     Select the File icon   (You do not need to assign a file yet.)

File->Save your scene.

Hit 6 on the keyboard to see the model shaded with texture.

Select the Rendering section of Maya,  choose from upper left.

Select your Poly or NURBS model
Use Texturing->3D Paint Tool->option 
Select Assign/Edit Textures button
     Select a resolution such as 1024 x 1024"
     Select Image Format:  Tiff (tif)
Start Painting, select colors, change the size of the brush.

Relocate the Texture map
** The texture will be assigned to a folder in your project. You will need to get this file and place it where you need it, either in your Unity Assets or your Maya Scenes directory.

This is where the file is initially placed:

Relocate the map. You may paint it in Photoshop.

hypershade Windows->Rendering Editors->Hypershade
Go to the Textures tab
     Double click the texturemap to view it in the Attribute Editor
     Click the folder icon and locate your relocated texture map  folder

In Unity
Select Assets->Create->Material.
Double click the material in Assets below.
Drag and drop a material onto your model

Drag the map from Assets onto the Albedo square in the Inspector.




© 1988-2021 Jennifer Steinkamp