Cgi Modelling & Rigging a Cartoon Parrot in Maya

Final product image
What You'll Be Creating
Apply the color map. Open Hypershade window. Select 2D Textures group as shown in the following image.
Hypershade
Hypershade
After selecting 2D Textures group, click on File node to add it in the work area. Double click on the file texture node inside the work area to open its attributes.
2D Textures Group
2D Textures Group
In the File Attributes, click on Image Name folder icon.
File Attributes
File Attributes
Browse the Body Color.PSD texture file which was saved in the previous part of the tutorial.
Body ColorPSD
Body Color.PSD
Open FurDescription1 Attributes and Hypershade window side by side. With the file node selected, drag it with the middle mouse button and drop onto the Base Color and Tip Color slider one by one. After that, click on the Bake button.
Hypershade
Hypershade
After backing the color map, render the scene to check the baked fur.
Test Render
Test Render
You have to apply the color texture map once again for the parrot’s body. So, with the Blinn shader node selected, rename it as BodyColorMat inside the work area.
BodyColorMat
BodyColorMat
With the File2 node selected, hold down the middle mouse button and then drag and drop it onto the BodyColorMat shade node. Select Color option in the fly out menu.
BodyColorMat
BodyColorMat
To see the texture in the viewport, go to Shading > Hardware Texturing and turn on the check box. Alternatively, press 6 on the keyboard.
Hardware Texturing
Hardware Texturing
With the parrot body mesh selected, do right click on the BodyColorMat shader node. In the fly out menu, click on Assign Material To Selection option to apply the material shade on the parrot body mesh. 
Assign Material To Selection
Assign Material To Selection
The color texture is now visible on the parrot body mesh.
 Color Map
Color Map
Render a test frame. You can see the rendered output is not smooth. You need to tweak some values to make it smooth.
Test Render
Test Render
With the parrot body mesh selected, go to Modify > Convert > Smooth Mesh Preview to Polygons command.
Smooth Mesh Preview to Polygons
Smooth Mesh Preview to Polygons
Render the scene once again. This time you will find the mesh smooth.
Test Render
Test Render
Rename the FurDescription1 tab to FurDescription_Body, so you can identify it easily.
Setting Fur Attributes
Setting Fur Attributes
Change the values of Inclination to 0.800 and Polar to 1.00.
Inclination
Inclination
Render the test frame. Some more enhancement is needed to make it look like fur.
Test Render
Test Render
Change the values of Length to 1.870, Base Opacity to 0.800, Tip Opacity to 0.500, Base Width to 1.00, Tip Width to 0.390, Base Curl to 0.500 and Tip Curl to 0.710.
Change the Values
Change the Values
After setting up the main fur attributes, it’s time to add details to the fur attributes. Inside the the Details panel and under the Base Color setting group, change the values of Noise Amplitude to 0.160 and Frequency to 10.00.
Adding Details to the Fur Attributes
Adding Details to the Fur Attributes
Inside the Length setting group, change the value of Noise Amplitude to 2.00. In your case, you can change the values as per your requirement.
Noise Amplitude
Noise Amplitude
Render a test frame. This looks denser than before. However you need to decrease the length of the fur and a bit of opacity.
Render a Test Frame
Render a Test Frame
Inside the FurDescription_Body attributes, change the values of Length to 1.00, Base Opacity to 0.900, Tip Opacity to 0.200, Base Width to 0.900, and Tip Width to 0.300.
Change the Values
Change the Values
Render the test frame. The fur is looking better than before. But the fur is not grown up properly around the eyes. This problem can be solved by the editing in the Bald map texture. 
Render the Test Frame
Render the Test Frame
With the FurDescription_Body selected, go to Display > Hide > Hide Selection command to hide the fur. 
Hide Selection
Hide Selection
With the Polygons mode of the application selected, go to Edit UVs > UV Texture Editor.
Polygons Mode
Polygons Mode
In the UV Texture Editor window, go to Polygons > UV Snapshot option.
UV Texture Editor
UV Texture Editor
In the UV Snapshot window, locate and rename the file as Body outUV. Keep the values of Size X and Size Y as 2048 and then click on OK button to save the file.
UV Snapshot
UV Snapshot
Open the Body outUV file in Photoshop.
Photoshop
Photoshop
Create a new layer and keep it above the BG layer. Rename it as UVS
Rename
Rename
Go to File > Place command to place the image.
Place command
Place command
In the Place window, locate the Bald Map file and then click on Place button.
Bald Map
Bald Map
The Bald Map appears on the top. You will see a crossed bounding box, so press Enter key to fix it.
Bald Map
Bald Map
Keep the Bald Map layer between the UVS and BG layers. With the Bald Map selected, do right click and choose Rasterize Layer option.
Rasterize Layer
Rasterize Layer
The UVS layer is above the Bald Map. You can paint now according to your need.
Bald Map
Bald Map
The goal is to make the area around the eyes blurred. Select a feathered brush and paint the area around the eyes with black color.
Blurred Edges
Blurred Edges
After finishing the Bald map in Photoshop, save the file with the same name. Apply this map in Maya again and bake it again.
Bake Texture in Maya
Bake Texture in Maya
Render the test frame to check the fur distribution around the eyes area. This looks good now.
Test Render
Test Render
Go to Display > Show > All command to unhide the hidden elements.
Unhide the Hidden Element
Unhide the Hidden Element
In this way, you get the hidden elements like feathers and eye balls again.
Unhide the Hidden Element
Unhide the Hidden Element
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This is the final rendered image of the parrot with fur. In the next part of the tutorial, you will learn about rigging of the parrot.
Final Rendered Frame
Final Rendered Frame
Final Rendered Frame
Final Rendered Frame

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