Adding a Label to a Bottle Method Three

Adding a Label to a Bottle Method Three

Maya 2012 Tutorial


How to Add a Bottle Label 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 be placing a label directly onto the bottle object using a Layered Shader.

It is also possible to accomplish this by creating separate objects for the bottle and label. For more information, see topics, Adding a Label to a Bottle - Method One and Adding a Label to a Bottle - Method Two.


Step One

Open a new Maya document and start a new project. Be sure to set your project and save your new scene. Add a polygon shaped bottle to the scene. For detailed instructions on these steps, see Step One through Step Five of the topic Adding a Label to a Bottle - Method One.

Step Two

Select the bottle and click the 3 key to display the object as a Smooth Mesh.

Step Three

Click the Render Settings icon and set Render Using to Mental Ray. Click the Quality tab and set the Quality Presets to Production. It is necessary to use Mental Ray to see the Smooth Mesh applied in Step Two.

Step Four

Select the bottle and choose Create UV's > Cylindrical Map from the Polygons menu set. The projection should wrap around the bottle. Open the UV Texture Editor by choosing Edit UV's > UV Texture Editor from the Polygons menu set.

Step Five

Right-click the bottle and choose Face. Select several front faces on the bottle to designate your label placement by selecting one face, then shift-selecting the rest.

Step Six

To create a texture set for the label, choose Polygons > Copy UV's to UV Set > Copy Into New UV Set (include options). Name your new set labelMap and click Apply and Close.

Step Seven

Right-click the bottle and choose Object Mode. With the bottle selected, choose UV Sets > labelMap and your faces should appear in the UV Texture Editor. If the faces are beyond the UV panel, choose Tool > Move UV Shell Tool, then marquee select the shell. Drag the move arrows to center your shell.

Step Eight

To save a template of your UV map, choose Polygons > UV Snapshot. In the options, save your image as a 1,024 by 1,024 pixel jpg image and save it in your project's images folder. The image should be named outUV.jpg. Click OK to save your snapshot template that you will use in Photoshop.

Step Nine

Open your outUV.jpg image in Photoshop. Using the template as your guide, design your label. Once the label is finished, delete the template layer and choose Merge Visible from the Layer panel menu. Name the remaining layer LabelImage.

Step Ten

Command-click (PC - Ctrl-click) the LabelImage layer icon to select the non-transparent areas of the image, then choose Select > Save Selection. Name the selection Alpha and click OK.

Step Eleven

Choose File > Save As to save the label image as bottleLabel.tif in your project's sourceimages folder. It is saved as a tif file to retain the alpha channel (transparency) information.

Step Twelve

Returning to Maya, select the bottle, then right-click the bottle and choose Assign New Material, Layered Shader. In the Attribute Editor, click the green rectangle, then click the checkerbox next to the Color slider.

Step Thirteen

In the Create Render Node, Surface category, click the Lambert button. In the Attribute Editor, lambert1 tab, click the checkerbox next to the Color slider.

Step Fourteen

In the 2D Textures category, right-click the File button and choose Create Texture. This creates a UV texture.

Step Fifteen

In the Attribute Editor, file1 tab, File Attributes section, click the folder icon to navigate to your bottleLabel.tif file.

Step Sixteen

Return to the layeredShader1 tab and click the checkbox next to the Transparency slider. In the 2D Textures category, right click File and choose Create Texture. Click the Attribute Editor, file2 tab, File Attributes section, then click the file folder icon to navigate to your bottleLabel.tif file.

Step Seventeen

Return to the layeredShader1 tab and click to the right of the existing layer rectangle to add another layer. Choose Compositing Flag: Layer Texture.

Step Eighteen

Click the new right rectangle and adjust the Transparency slider all the way to the left. Click the checkerbox next to the Color slider.

Step Nineteen

In the Create Render Node, Surface section, click Blinn. Set the Color to blue, decrease the Transparency and drop the Eccentricity to 0.1. In the Raytrace Options section, click the Refraction checkbox and set the Refractive Index to 1.5.

Step Twenty

To link your label image to the UV set, select the bottle and choose Window > Relationship Editors > UV Linking > UV Centric.

Step Twenty One

Click labelMap in the left column, then click file1 and file2 in the right column. This links your two files to the UV Set named labelMap.

Step Twenty Two

Add lights to your scene and click the Render Current Frame icon to see your new object.

Avoid Projection Maps with Layer Shaders

In this example we exclusively used UV Maps. If you were to use a projection map in Step Sixteen the transparency would not work.

Need a Brighter Label?

For a brighter the label, increase the Diffuse setting in the Attribute Editor, Lambert tab. In our model we used a value of 1.2.


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