The following images are representational of the work flow associated with creating a properly lit, textured and rendered scene in Maya 2016. This post serves to explain a simplified process for taking three dimensional geometry from simple shaded objects to fully rendered life like realizations from real world reference.
This image shows the original geometry in Maya 2016 followed by the proper placement of lighting. There is a key light placed to the left and a warm light for subtle rim light and highlights placed on the right.
These four images show how the filter and the scraper were laid out in the 0-1 UV space withing Maya in order to get the real world texture to properly wrap around the object. Careful attention was paid to hiding seams and stretching. Each texture was generated from a mila_material and various layers were added to create depth and gloss within the final render.
This image is the final product for my visual development class. Mila materials were utilized in various ways to generate the texturing on the filter, scraper, shelf, books and glass. Material layers were utilized to add the image for the sticker on the wall, the label and dust on the glass and the mold on the wall. Alphas were utilized to add gloss to areas that needed to have shine such as the painted surface of the pulley, the scraper handle and the areas of the sticker that are not rubbed away. This utilization of glossy layers within a mila material served to add a touch of realism to the otherwise flat scene.