The shape outline is now complete, so what is left was to put up the textures
Step 5.1: Putting Up the Textures
This is perhaps the most tricky part because we only took one week to actually learn how to do texturing in Maya. However, I have read of these before so I am pretty confident in putting up the texture.
The first thing we have to do is to create the uv-map. I used automatic mapping, which is the same tool used during the texture creation for the cube. Although the clock is not a cube, but it has "six sides" like the cube, so it was good enough.
(click picture to see the enlarged version)
The parts are all over the place. So the first thing was to identify which faces belong to which side of the alarm clock.
(click picture to see the enlarged version)
Note: I know that the gray area was the only place where you are supposed to put the uv-maps for the faces, but I need some space to organize the faces.
Note 2: Other than the front faces, the faces for the other sides turned out to be alright and are together.
So I am left with the front faces, which for some reasons, are divided into several fragments.
So before I combine every sides to form one big uv map, I have to fix and combine the front side faces first. I could sew the edges one by one, but it takes quite some time, and the faces will get deformed as I combine more and more edges, which is bad. It also appears that you have to select all the correct edges before sewing, otherwise you will find that some edges are not sewed properly. So even though it looks like it is sewed, there are actually 2 edges.
Eventually, I settled on a method that I have found. I selected all the front faces (which will hide the other side faces in the uv editor), and choose Create UVs > Planar Mapping. I use Z axis for the Project from: settings. This basically lines up and arrange the uv mapping for the faces the same way it will appear as if I look at the front camera (the z axis way) in Maya.
(click picture to see the enlarged version)
This kept the shape and also keep the faces together. Fragment problem solved!
Next was connecting all the sides so that they eventually form one big uv map. This step is pretty optional, but as I do my texture later, I realized that the battery compartment overlaps into two sides, so I eventually decided to combine everything together.
In the process of combining the edges!
(click picture to see the enlarged version)
The uv-map is now complete, and the final uv-map is exported as a snapshot, into an image, which I then use my image editing software to start making my textures.
(click pictures to see the enlarged version)
There were very little issues with the uv-maps of the sub-components (i.e. the hr/min button, the snooze button and the sliders), because they were pretty simple objects and requires little modification. In fact, the hr/min button requires no modification to the uv-map because the default one was fine.
(click picture to see the enlarged version)
The last thing to worry about is the materials that are used for the clock. The clock reflects some light, so it won't really make sense to put everything in lambert. I created new blinn materials and put it onto the buttons and the clock itself.
For the LED display, there was slightly more light reflecting compared to the other parts of the outer cover of the clock. So it needs to have another material so that the light reflection can have a different value.
Originally I thought that the object itself can only have one material. But in reality, each individual faces can actually have its own material. The picture below illustrates the point, where I have blinn and lambert materials applied to the same object but to different faces, with different colours.
(click picture to see the enlarged version)
Using this same method, I manage to make the LED display of the clock more shiny compared to the outer cover of the clock.
The LED screen is now more shiny!
(click picture to see the enlarged version)
The texturing portion is done. Now the next step is to put in some bump mapping.