Adding a Label to a Bottle Method One
Maya 2012 Tutorial
How to Add a Label to a Bottle Object in Maya
Adding a label to a bottle in Maya is a bit tricky since the bottle and the label have different reflective properties. You also need to apply the label so it wraps around the bottle without any distortion.
In this example we will create a bottle and a separate matching curved label object. Since the label is a non-square shape, the label will need to be adjusted once applied.
It is also possible to accomplish this with a Layered Shader or Layered Texture. For more information on adding a label using a Layered Shader, see topic, Adding a Label to a Bottle - Method Three. You may find this method somewhat easier since we will be creating the bottle and label as two separate objects.
Open a new Maya document and start a new project. Be sure to set your project and save your new scene. For more information, see topic, Starting a Project.
Choose Create > CV Curve Tool (include options). In the tool options, set the Curve Degree to 1.
Click multiple times in the front view to define half of the bottle's profile. The profile should be positioned to the right of the y axis and include the inside and outside of the bottle. Press Enter to accept your shape.
Select the profile and choose Surfaces > Revolve (include options) from the Surfaces menu set.
In the Revolve options, choose Axis Preset: y , Surface Degree: Linear, and Output Geometry: Polygons. Select the Attach Multiple Output Meshes checkbox, set the Type to Quads, then select the Count checkbox and set the count to 200. Click Revolve to add your shape to the workspace.
Select the bottle and choose Mesh > Smooth (include options) from the Polygons menu set. In the Smooth options, set the Division Levels to 1, then click the Smooth button.
With the bottle still selected, choose Edit > Delete by Type > History.
Right-click the bottle and choose Face from the menu. In the front view, use the Paint Selection tool to select all the faces that will be covered by the label. If you accidentally paint an unwanted face, press the Ctrl key and un-paint the face.
With the faces selected, choose Edit Mesh > Duplicate Face from the Polygons menu set. In the top view, drag the blue arrow out slightly so the new face is outside the bottle. Press the q key to exit from the tool. The new object will be your label.
In Photoshop, open a new 1,024 x 1,024 pixel image with a transparent background and design a label. Leave some blank area on all four sides of the label. Once you are finished with your design, choose Merge Visible from the Layer panel menu
Command-click (PC - Ctrl-click) the Label layer icon to select the non-transparent areas of the image, then choose Select > Save Selection. Name the selection Alpha and click OK.
Save the label image as label.tif in your project's sourceimages folder. It is saved as a tif file to retain the alpha channel (transparency) information.
Returning to Maya, select the bottle, then right-click the bottle and choose Assign New Material. In the Create Render Node, click Blinn. In the Attribute Editor, set the Color to blue, decrease the Transparency and drop the Eccentricity to 0.1.
Select the label, then right-click the label. Choose Assign New Material, then select Lambert.
In the Attribute Editor, Lambert tab, click the checkerbox next to the Color slider.
In the Create Render Node panel, 2D Textures section, right-click the File button and choose Create Texture.
With the label selected, open the Attribute Editor, file tab. Click the folder icon (next to Image Name) in the File Attributes section to connect to your label image in the sourceimages folder.
With the label selected, choose Edit UV's > Normalize from the Polygons menu set.
Click the perspective view and press the 5 key, then the 6 key to see a preview of your texture. Open the UV Texture Editor by choosing Edit UVs > UV Texture Editor and choose Tool > Move UV Shell Tool. Marquee select the uv map in the editor
To rotate the uv map press one of the Rotate icons. If the map appears distorted, choose the Scale tool (r key) and scale in the x and y directions.
Step Twenty One
Click the Render Current Frame icon to view your model.
Funny Looking Bottle
To improve the bottle appearance, select the bottle and click the blinn tab in the Attribute Editor. Open the Raytrace Options section. Activate refractions by clicking the Refractions checkbox and set the Refraction Index to 1.5. Make sure to enable Raytracing in the render options. Try rendering the bottle using Mental Ray. For more information, see topic, Adding Mental Ray Textures.
In Step Eighteen we used the Normalize feature to quickly fix our UV map. To create a more accurate UV map, consider mapping each of the faces. For more information, see topic, Manual Texture Layout.