How to Create Repeating Textures in Maya 2017
Have you ever wanted to use a repeating texture and not sure how? I'll show you! In this video tutorial, we go over how to find repeating textures and use them in your Maya scene. We will cover nodes, the hypershade, diffuse/color, bump/normals, and more!
Software: Maya 2017
How to Create Repeating Textures in Maya 2017
Hey guys, this is Monica at Academic Phoenix Plus. Today I want to show you how to create Repeating Textures in Maya.
Do you want to follow along in my tutorial? Well, you just have to go to academicphoenixplus.com, under Members Only. You will find the Haunted Hallway Maya file, plus all the source images. This is going to be located in the Members Only academicphoenixplus.com.
Right now, I just have a basic plane and this is already UV mapped with its basic default UVs. I already downloaded textures for you. Right Click>Assign New Material. We're going to go to the Arnold Shader and select AI Standard. I'm going to scroll up over here, we're going to start with the Diffuse. I'm going to click on the little checker which is the output, go to file, click on the little folder, and then look for the texture that you want. Now I have a couple of textures here. These are already seamless. So the key is to find seamless textures and I have this wood. I'm going to go ahead and click on Open, press the number ‘6’ on my keyboard, and there it is. Now to make this repeating, the key is to go to the Placement Node over here on the right. You can see that it's next to file and then here's the placement node. The placement node has a lot of attributes. The one you really want to play with is Repeat UVs.
For example, if I want to triple this, I just type 3 by 3 and then you have a repeating texture. What's amazing about this, is that because the texture is already seamless you won't really notice a repeating texture. You can see a little bit of patterns that should have probably been painted out. In general if I am, for example, a character and I'm standing on this ground and I have debris everywhere, you're not really going to notice the repeating texture.
Go ahead and take a look at the Bump map. So I'm going to click on this little guy right here, collapse Diffuse and open up Bump Mapping. I'm going to go to File, the little folder, go to file, this is the bump value. It looks like there's a connection already, you need to go there and click on the little folder and find your Normal Map. Now I already have a normal map selected so I'm going to go ahead and click on Open. You're going to see that the Bump Map is not really following what the color. See that there is like dents and scratches and everything like that but unfortunately it's not really working. So what we need to do is go to the Placement Node of the texture and go ahead and repeat this one as well. Now that we did that, it's actually looking a lot better.
You are going to notice that it's breaking apart the Normal Map and the reason why it's because Maya’s default is a Bump Map and we're using a Normal Map. So we have to tell Maya, hey I really want to use a Normal Map. If you click on this little guy back down here, it's going to go through the nodes and I'm looking for this one which is a Bump Depth Node. As you can see over here, it says Use As:. select it and change it to Tangent Space Normal. It changes into the Normal Map and now it's a lot better. If you change it to Object Space, it's a dramatic look that you probably don't want to go for. So let's go ahead and go back to Tangent Space.
You may be thinking, you know, this is actually pretty complicated. What happens if I select my object and I lose my Standard Material and then I have to go through all these nodes? Well, that's why the Hypershade was invented.
Let's go to the Hypershade, which is this little blueish ball with a white circle in it. Click on that. The Hypershade is underutilized but I personally love. It's a library of your Materials. For example, if I go to my AI Standard, it's going to show you a sample and it's also going to show you the attributes of the shader. Over here you can see the color is connected, everything's kind of revealed. You can scroll down until you see the Bump Map. It's exactly what we see on the other tab except that now we have a whole library to play with. I'm going to Right Click on this, Right Click and hold, and then go to Graph Network. What it's going to reveal is what it looks like a very complicated Node Tree. When you break it down, it's not too bad.
Let's start over here. This is the AI Standard. This is the one that we see over here, except that it's laid out in nodes. I can change my AI Standard to woodtexture or woodfloor_texture if I like and you can see it changes the title up here as well. Now take a look at the attributes along here. You can see that there is color and it has a little connection, and that connection is this texture. There's no alpha attached so you don't have to worry about any transparencies. If you keep going to the left, you're going to see the Placement Node and when I select these, you can also see that I can change this. Let's take a look, go down and you can see there's a Normal Camera. That's just your Bump Map. You're going to go ahead and see the connection. There's a Bump Node so if you ever need to change anything here, you can. It's attached to the Normal Map and then it has its own Placement Node.
Now let's say the director is not happy with the map, and quickly you can change this. I can grab the wood 2dtexture node, go over here to my repeating, change it to 4 by 4. Don't forget you have to go over here and change this to 4 by 4 too. So, super fast. This is all just a nice visual way of seeing your textures. Now you may be wondering what this one is. This is more advanced stuff so don't worry about it. You do need it so leave it alone. If you guys watch my wireframe on shaded, we actually play around with this. It's a little bit more advanced so don't worry about it for now. For this exercise just go ahead and play around with the nodes. Now that we have that, let's see this in action.
Over here, I have what's called the Haunted Hallway. If I go to Panels>Perspective>Camera1. This is a file that you can download when you look up 3d render lighting challenge and you'll be able to find it. Let's say that I want to go ahead and add wood to this. There's two ways you can do this. I already have a wood shader so I can actually Right Click, go to Assign Existing Material and then choose the wood floor. You can see right away that the floor is automatically attached. Or you can go ahead and create a new material and start from scratch. So again, AI Standard, so on so forth.
Let’s take a look at the wall here. Let's say that I want to put some sort of texture on this. I'm going to Assign a New Material and Arnold, click on the color, make sure you under Diffuse. That's important. Let's go to Color, click on the little checker, go to File, click on this little folder and let's see what I have. I believe I have I have an albedo.tif. Open that up and it's huge. So I don't know about you but I've never seen textures like that before so I'm going to go to my Placement Node change this to 5 by 5 and maybe a little bit more. Let's make it dramatic, 10 by 10. It kind of changes things around so I'm going to go back again. I'm going to go to my Bump Map, click on this little checker, go to file, just Bump Value, go to this little folder, and I'm going to look for my Normal Map. I open that up and, whoa, it's all way over the top. So let's go ahead and backtrack a little bit. I'm going to change this to Tangent Space Normal because I am using a Normal Map and right away you can see that I forgot something. What did I forget? I didn't repeat this one. Hopefully I'll remember what it was because I actually don't remember the value. So again, this is where the hypershade is going to be really helpful for me because I have terrible short-term memory. I'm going to go ahead and grab this guy right here, Right Click>Graph Network. I'm going to look for my color. It kind of did this little switch. No problem. I'm going to grab this. It's a 10 by 10. Grab this, change it to 10 by 10. Let's see how that looks like. Much better.
Alright, so I think the Bump Map is a little strong so I'm going to go ahead and select my bump map. I'm going to decrease the intensity of it. So again, I can go to my Hypershade. I can go to my Placement Node and what I'm looking for is a Bump 2d node. I'm going to just kind of pull this down a little bit so you can see what I'm going to do. When I select a Bump 2d Node, you're going to see that there is a Bump Depth. A Bump Depth basically is at 100% which is a 1. So I want to reduce it, I can change it to 0.5 for example and you can see that the height has decreased. I can go even further and do .2. It's really up to you how much you want to push it or how much you don't want to push it. If I really want to go crazy, I can go like 3 and you can see that I'm starting to get some issues. Or twice as much. Or if you want, you can reverse it. You can do a -1, for example, and you can see that it actually reverses the normal. I'm going to go ahead and do a .3, just because I do want some of that. I still think the cracks are gigantic so I'm going to go back to my placement node and let's do something dramatic 20 by 20. I really just want it to be realistic, so right away we're getting a nice realistic texture.
You may be asking where did I find all these textures. I have a little handy website and it's called textures.com. It is been around for years and professionals use it a great deal. You can sign up for free and you can download materials and textures. What's really great about this is that you can type in wall, for example, and it's going to give you like thousands of wall textures. It also gives you these little shader balls, and that's where I found mine. The one that I just used, I grabbed it from here. It provides you a substance shader, if you want to download it and if you know how to use Substance. You can see here that it's got seamless. It makes it very easy to texture your objects really fast, especially if you're trying to show a project and sell a project really quickly. Furthermore, it comes with moss, it comes with bricks, stone, whatever you want. You can find it here. They're not all repeating so you got to be very careful. You can take these items and manipulate them in a way that it can be repeating, or you just take them and overlay them and create your own unique texture. Alright, so that's it. I hope that was helpful.
That's a really fast tutorial on how to create repeating UVs or repeating textures in Maya. Hopefully that will help make your texturing go faster. Let me know if you guys have any questions. Again, don't forget to Subscribe to my channel, let me know if this was interesting, and if you want more. I'm always open to suggestions. Thank you so much for listening, and I will see you next time.