Although creating the world light for the piston strut the other day gave a nice finish with a bit of reflectivity and the ability to combine and display those different materials, I still wasn’t happy with the so called metallic finish.

I’ll leave that piece as is and start work on another part of the arm for my side robot project, knowing that if I successfully find a technique for the look I’m after I will be able to replicate it over the new parts of the body.

Today I have worked on the piston head, the second part of the arm. It was fairly easy to create the starting model, a cylinder, then push in the center, use another polygonal solid cylinder to punch the holes out of the main section, and then model the curved joint area with a handbuilt shape, extruded from a starting cylinder.

Eventually I discovered a tutorial for a steel finish on a model, that was in the same version as my MAYA (it seems to have changed tools and methods for achieving this a LOT over the years) so it was essential to find one on the 2013 build. It had images so I could see what it meant by a metallic finish, again something to watch as what a few of the guys giving tutorials mean by metal finish is not what I wanted!

And although it took longer than it should have, MAYA hiding menus and click points again, especially when trying to find the connection editor (click on the arrow between nodes in the hypershader) I am really pleased with the results.

UTC_pistonheadsteel

it looks excellent, and because it saves it as a node (like a style sheet in MAYA) you can click and apply to every bit you want to look like steel, cool..

This is the link to the best tutorial I have found…

http://mayazest.blogspot.co.uk/2011/09/detailed-brushed-metal-anisotropic.html

These are all really useful things to keep going over, because a robot with hard lines and finish should be easier to create than the bird I will work on over this module and then finish in my Masters project itself next year, it’s all about pushing, pulling and then refining shapes using edge loops or single vertices.

I know that MAYA is not a programme that you can dip in and out of if you want to be efficient and make the best models you can.