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Autumn 2003 |
Assigned: |
Tuesday, Nov
04, 2003 |
Due |
Monday, Nov
11, 2003 |
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Turn-in
Shade and render scene scene_clear_maya.mb
DOWNLOAD
the necessary files here
Glass
–
phong
Reflection map- Env sphere mp_ref.tga
Wine
–
phong alter color channel
Reflection map- Env sphere mp_ref.tga
Wall
–
Lambert repeat texture as needed
Color map- normal mp_clr_wall1.tga
Molding
– blinn
Color
map – normal - ramp
Specular
map- solid fractal alter colors
Reflection map- Env sphere mp_ref.tga
Apple skin – blinn
Color map – normal - ramp alter colors
Bump map- solid fractal minimize the bump
Specular
map- solid fractal alter colors
Reflection map- Env sphere mp_ref.tga
Stem
– lambert
Bump map- solid fractal alter colors
Specular
map- solid fractal
Wood Block-
blinn position the texture icons as needed.
Color map - As projection mp_clr_wood.sgi
Bump map- As projection mp_clr_wood.sgi
Specular map- As projection mp_clr_wood.sgi
Reflection map- Env sphere mp_ref.tga
Bottle –
phong, refer to example Maya file, per TA location
All maps will need to be in the same positions on the bottle.
Color map – normal mp_clr_label.jpg
Specular
map- normal mp_spec_btl.jpg
Transparence map- normal – Ramp
give the ramp a solid color, and in
the ramps white channel (color Gain) place mp_trans_btl.jpg
Reflection map- Env sphere-mp_ref.tga
Counter – blinn repeat the texture map as needed
Color map – normal mp_clr_tile.jpg
Bump- normal mp_bump_tile.jpg
Specular
map- normal - mp_spec_tile.jpg
Reflection map- Env sphere - mp_ref.tga