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Creating a Magnum Mecha Character in Maya: Part 7

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Read Time: 6 min
Final product imageFinal product imageFinal product image
What You'll Be Creating

1. Setting up Camera

Step 1

Open Maya. Open the file that was saved in the last part of the tutorial.

Open MayaOpen MayaOpen Maya
Open Maya

Step 2

Create a surface plane on the perspective grid as shown in the following image.

Create a surface planeCreate a surface planeCreate a surface plane
Create a surface plane

Step 3

Increase the values of Patches U and Patches V to 18.

Increase the valuesIncrease the valuesIncrease the values
Increase the values

Step 4

Jump in the control vertex selection mode and edit the shape of the plane as shown in the following image.

Jump in the control vertex selection modeJump in the control vertex selection modeJump in the control vertex selection mode
Jump in the control vertex selection mode

Step 5

Go to Create > Cameras and then select Camera tool to create a camera.

Go to Create  CamerasGo to Create  CamerasGo to Create  Cameras
Go to Create > Cameras

Step 6

With the camera selected, go to Panels menu in the panel menu bar and then select Look Through Selected command as shown in the following image.

Look Through Selected command Look Through Selected command Look Through Selected command
Look Through Selected command 

Step 7

Rename the camera as My_Shot_Cam.

My_Shot_CamMy_Shot_CamMy_Shot_Cam
My_Shot_Cam

2. Setting up Arnold Render

Step 1

Go to Arnold > Arnold Render View to open the Arnold Render buffer view.

Arnold  Arnold Render ViewArnold  Arnold Render ViewArnold  Arnold Render View
Arnold > Arnold Render View

Step 2

The render view looks dark, because there is no light in the scene. So you need to create the light.

Create the lightCreate the lightCreate the light
Create the light

3. Creating Sky Dome

Step 1

Go to Arnold > Lights Skydome Light as shown in the following image.

Arnold  Lights  Skydome LightArnold  Lights  Skydome LightArnold  Lights  Skydome Light
Arnold > Lights > Skydome Light

Step 2

Render the scene once. You need to improve the lighting set up to get the perfect rendered frame. 

Render the sceneRender the sceneRender the scene
Render the scene

Step 3

In the Skydome Light attributes, click on the colour checker button to import the HDRI image file. 

Skydome Light attributesSkydome Light attributesSkydome Light attributes
Skydome Light attributes

Step 4

In the Create Render Node window, click on File button as shown in the following image.

Create Render NodeCreate Render NodeCreate Render Node
Create Render Node

Step 5

In the Open window, select the desired HDRI file and then click on Open button.

Open windowOpen windowOpen window
Open window

Step 6

Render the frame. you will see a slight different ambiance of the lighting environment. Still, you need to play with several properties of lighting to get the desired result. 

Render the frameRender the frameRender the frame
Render the frame

Step 7

Turn on Use Color Temperature check box with the values of Temperature as 7500, Exposure as 2 and Samples as 4 as shown in the following image. 

Use Color TemperatureUse Color TemperatureUse Color Temperature
Use Colour Temperature

Step 8

Now render the frame. You will see some better result of lighting as shown in the following image.

Render the frameRender the frameRender the frame
Render the frame

4. Creating Background Material

Step 1

With the background surface mesh selected, make a right click and select Assign New Material option in the fly out menu. 

Assign New Material Assign New Material Assign New Material
Assign New Material 

Step 2

In the Assign New Material window, select Arnold followed by aiStandared material shader.

Assign New Material Assign New Material Assign New Material
Assign New Material 

Step 3

In the aiStanderard material attributes settings, change the colour of Diffuse to brown dark and values of Specular to 0.015 and Reflection Weight to 0.070 respectively.

aiStanderard materialaiStanderard materialaiStanderard material
aiStanderard material

Step 4

In the rendered frame, you can see the reflection in the floor which you can change anytime if you want.  

ReflectionReflectionReflection
Reflection

5. Creating Body Paint Material

Step 1

With the indicated body parts selected, apply aiStanderard material as well. 

aiStanderard materialaiStanderard materialaiStanderard material
aiStanderard material

Step 2

In the aiStandard material attributes, change the Color to light green and the values of Diffuse Weight to 0.747, Specular Weight to 0.040 and Roughness to 0.300

aiStanderard materialaiStanderard materialaiStanderard material
aiStanderard material

Step 3

You can see the rendered frame in a bit different colour.

Rendered imageRendered imageRendered image
Rendered image

Step 4

With the indicated ball mesh selected, apply aiStanderard material and rename it according to it. 

Apply aiStanderard material Apply aiStanderard material Apply aiStanderard material
Apply aiStanderard material 

Step 5

In the aiStandard material attributes setting panel, change the colour to dark brown with  Diffuse Weight value as 1.00, Specular Weight value as 0.090 and Roughness value as 0.445

aiStandard material attributesaiStandard material attributesaiStandard material attributes

Step 6

You can see the rendered frame as shown below. You can always change the colour of the mesh as per your need. 

Rendered frameRendered frameRendered frame
Rendered frame

Step 7

With the indicated head light mesh selected, apply the same material as well.

Apply the same materialApply the same materialApply the same material
Apply the same material

Step 8

This time, change the colour to dark red with the values of Diffuse Weight as 1.00, Specular Weight as 0.145 and Roughness as 0.125

Change the Color to darkChange the Color to darkChange the Color to dark
Change the Colour to dark

Step 9

Rename the material as Head_Light.

Rename the material as Head_LightRename the material as Head_LightRename the material as Head_Light
Rename the material as Head_Light

Step 10

With the knee ball mesh selected, go to Show > Isolate Select > View Select or press Ctrl-1 key.

Show  Isolate Select  View SelectShow  Isolate Select  View SelectShow  Isolate Select  View Select
Show > Isolate Select > View Select

Step 11

In the face selection mode, select the faces where you want to apply the different kind of material. With the faces selected, go to Edit Mesh > Extract and click on the option box.

Edit Mesh  ExtractEdit Mesh  ExtractEdit Mesh  Extract
Edit Mesh > Extract

Step 12

In the Extract Options window, turn off Separate extracted faces option and then click on Extract button to apply the Extract command.

Extract Options windowExtract Options windowExtract Options window
Extract Options window

Step 13

With the same faces selected once again, make a right mouse click and go to Assign Existing Material > aiStandard _Paint.

Assign Existing Material  aiStandard _PaintAssign Existing Material  aiStandard _PaintAssign Existing Material  aiStandard _Paint
Assign Existing Material > aiStandard _Paint

Step 14

With the indicated face patches selected, make a secondary mouse click and go to Assign Existing Material > aiStandard _Paint.

Assign Existing Material  aiStandard _PaintAssign Existing Material  aiStandard _PaintAssign Existing Material  aiStandard _Paint
Assign Existing Material > aiStandard _Paint

Step 15

In this way, you've applied two different materials on the mesh. With the leg mesh selected, go to Edit Mesh > Extract command. 

Edit Mesh  Extract commandEdit Mesh  Extract commandEdit Mesh  Extract command
Edit Mesh > Extract command

Step 16

Apply aiStandard material on the selected mesh as you did before.

Apply aiStandard materialApply aiStandard materialApply aiStandard material
Apply aiStandard material

Step 17

Rename this material as Steel_Metal. In the Attribute Editor, change the colour to black with the values of Diffuse Weight to 0.00, Specular Weight to 1.000 and Roughness to 0.300.

Rename this material as Steel_MetalRename this material as Steel_MetalRename this material as Steel_Metal
Rename this material as Steel_Metal

Step 18

With the rest part of the mesh selected, make a right mouse click and go to Assign Existing Material > aiStandard _black_metal as shown in the following image.

Assign Existing Material  aiStandard _black_metal Assign Existing Material  aiStandard _black_metal Assign Existing Material  aiStandard _black_metal
Assign Existing Material > aiStandard _black_metal 

Step 19

In this way, you have applied two different materials on the leg mesh as shown in the following image. 

Two different materialsTwo different materialsTwo different materials
Two different materials

Step 20

You can see the rendered frame as shown in the following image.

Rendered frameRendered frameRendered frame
Rendered frame

Step 21

Following the same way, apply the same material to the thigh balls too. 

Apply the same material Apply the same material Apply the same material
Apply the same material 

Step 22

Following the same way, apply the same material to the upper area and both hand elements as shown in the following image.

Apply the same material Apply the same material Apply the same material
Apply the same material 

Step 23

In the same way, apply the same material to the head and neck elements also.  

Apply the same material Apply the same material Apply the same material
Apply the same material 

Step 24

All materials for robo body parts are completed.

All materials for robo body parts are completedAll materials for robo body parts are completedAll materials for robo body parts are completed
All materials for robo body parts are completed

Step 25

If you want to change the colour of the body material, you can do so by changing the Color value as shown in the following image.

Change the color of the body materialChange the color of the body materialChange the color of the body material
Change the colour of the body material

6. Setting of Final Render

Step 1

Open Render Settings window by clicking on the render tab button as shown in the following image.

Render Settings windowRender Settings windowRender Settings window
Render Settings window

Step 2

In the Render Settings window, click on Common tab. Select HD_1080 preset with the Width as 1920 and Height as 1080.

Render Settings windowRender Settings windowRender Settings window
Render Settings window

Step 3

In the Arnold Renderer tab, change the values of Camera(AA) to 8, Diffuse to 2 and Glossy to 2 to enhance the render quality.  

Arnold Renderer tabArnold Renderer tabArnold Renderer tab
Arnold Renderer tab

Step 4

In the Ray Depth settings, change the values of Total to 10, Diffuse to 4, Glossy to 4, Reflection to 4 and Refraction to 2 for the best rendered image. 

Ray Depth settingsRay Depth settingsRay Depth settings
Ray Depth settings

Step 5

Go to Arnold > Arnold Render View to render the final image.

Arnold  Arnold Render ViewArnold  Arnold Render ViewArnold  Arnold Render View
Arnold > Arnold Render View

Step 6

You can see the three variants of the rendered image in three different materials for your reference.

Final rendered frameFinal rendered frameFinal rendered frame

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