 Okay, so things are starting to get a little bit interesting and exciting now. We're going to move on to texturing Now in order to create textures, we need to use another tool within Maya, which is called the Hypershade And we need to open that up. So the Hypershade has been revamped a little bit So if you are an older Maya user, it'll look a little bit different. It freaked me out when I first used it But I feel I'm all right with it now Now there are two ways of opening this up, obviously So you can click on this little chapter here, which is just the quick way of getting to it, or you can click on windows and Rendering editors and Hypershade is in there So I'm going to open that up And hopefully because I've reset the defaults in Maya it should just show me a default Hypershade which it has So I'm just going to maximize this and As with anything in Maya, it's a good idea to get it set up So that it's how you want it to be before you start working in it And what I want is a little viewport so I can actually see my scene Within the Hypershade because it's a bit of a pain in the bottom if you can't see what you actually texture him So in order to do that you can click on window and I would like to open up a viewport and You can see it opens up a very very small viewport But as you can see that viewport actually shows you your scene Asus what you can also do with that is you can drop it into Your UI somewhere you can see as I'm moving it around it's saying oh you stick it here Oh, no put it here. Yeah, which is really good. I like it to be here So I'm just going to click and drag and then I'm going to release when it's going to go there Which is lovely and then I'm just going to drag some of the windows around the touch Just to make that viewport a little bit bigger and manageable Okay, and then just whilst your mouse is in that window press 5 To turn on hardware shading and now you've got a good idea of what you're applying your textures to Okay, so this is your hypershade you can see that we've got the viewport in there There's a material viewer here and what this is it's a shape that Previews what material is going to look like when you apply it so it starts with this weird shader ball thing Which is actually quite good because it shows you lots of different surfaces on one shape But you could also look what it's gonna look like on cloth. You can always gonna look like a teapot If you're into teapots And you might also look what it looks like if it was on a water type splash But I'm always quite happy with the shader ball. You've got the property editor here Which once you've created a new material, that's where you change the appearance of it This is your workspace. So this is where all this sort of advanced linking of materials happens This is kind of we'll just use this tab at the moment which shows all your completed materials And this is a create area where you create new materials So we are going to create a material and the first material that we are going to make is for the projector So I'm going to have look in my create panel I'm going to go to surface and What I would like is a new bling And what a bling is is it Contains properties such as shine. Well, it'll let you make it shiny reflective, etc The kind of opposite to that is a Lambert We have a Lambert one assigned to everything already And that is like a matte text. So if you think of a painted wall, that would be like Lambert one One thing to keep in mind as well is never ever edit Lambert one because if I was to make it green Everything in the scene would now go green because that is the default texture that is already applied So you should try and leave that alone if you can so I'm going to create a new bling like so and What I'm going to do with this bling is I'm going to rename it and I'm going to call it Projector M and the reason I put the M on is just so that I know that that represents a material like that What I'm then going to do is I'm going to change the color of this material. So in my property editor You can see that there's color here. Now. There's the slider. So I could just make it either black or white Or I can click on the actual color rectangle here, which I'm told is called a swatch And I can choose a color. Now. I quite like a really deep blue I think that was quite nice Yeah, so I'm going to choose that kind of color And again, you can preview what that looks like on different materials just to get an idea of How that's going to come out, but I'll keep it on the shader ball The next thing I'm going to do is change how this reacts to light What I want this to look like when it's assigned is kind of a glossy plastic look The apple seemed to favor in the late 90s early 2000s. So I'm going to try and replicate that as sort of really shiny plastic So the first thing I'm going to do is change the specular color. I'm going to make that a much lighter gray And that should make if you can only just really see it changing but it makes the highlights a little bit brighter So I'm going to go quite towards the right-hand side on that I'm also going to change the exit eccentricity to naught point one And you should notice when you press enter that the the highlights the way it looks at the lights being reflected gets a lot more focused There you go. So it's now a lot more sort of Shiny looking Looks more polished. I'm also going to change the specular roll off to zero point eight five and That'll just make those highlights become a little bit stronger when I press enter There we go. And the last thing I'm going to do is change the reflectivity to zero point three Now you won't actually see an effect of this in your material preview But when we start rendering later, it will just mean that this will reflect Objects off it, but the reflections won't be too strong because we don't like a mirror So I'm just going to change that to zero point three Okay, now that that material is complete. We're going to assign it to the projector geometry Now of course there are multiple ways of doing this, but the first way we're going to do is just by dragging it on So here you can see There is our projector material and here is our projector So in order to assign that material to it. I'm going to using my middle mouse button Click on the projector and then I'm going to drag Over the projector here and I'm going to release And then you will see That that material is now assigned and if we move around we can see how that works Where all those sort of reflections of the light are going to go So yeah, really nice. I'm happy with that