King Mango
08-18-2004, 01:28 PM
This post is intended to help you get 2k4 (or your own custom textures) into maya so you can see how they look on your model as you UV map.
The first thing you need to do is decide what textures you're going to want to use. duh
Now most textures in UED are in the DirectX compression format .dds. You will need a special set of plugins for Photoshop wich you can grab here. (http://developer.nvidia.com/object/nv_texture_tools.html)
If you don't already have a project set for your model do it now.
Export the textures from UED to your newly set project
Open them in PS and save them as .tga or .bmp(um, you exported them from UED to the project folder right? ;))
Now you're ready to get them into Maya and on to your model
In Maya click Window>Rendering Editors>Hypershade
Now in Hypershade you will see a new window with several different panes. On the right side there will either be one single or two panes stacked on top of each other. Just above them are some strange looking buttons, one with a black bar near the top of the button, one with a black bar near the bottom of the button, and one with both black bars. The tooltips will tell you what tabs they show, but we are concerned with opening the workspace right now so that means click the middle one that shows the bottom tabs only.
Now back over above the left pane is a button labeled create textures.
Click and drag down to create materials.
Now you will see a list of new material types appear. I have no idea what they all are, but we need the lambert. Middle click and drag the lambert to the top right corner of your work area. It's a good idea to rename this material now. Right click and drag down to rename type your new name and hit enter.
Now go back over to create textures click and drag but this time choose create textures.
Look in the new set of items and find the green and blue icon called file
Middle-clix and drag over on top of the material you created previously and when you release a menu will pop up. Maya is asking you what part of that material you want to connect this texture to. Choose color
Now drag the texture off to the left a bit so you can clearly see each one and you will notice a little green arrow going from your file to the material. I don't really know the technical term for that but it indicates input and output.
I'm sure the color is significant so that's why I mention it should be green lol :D
Ok now left click on the texture you just dragged over and hit ctrl-a to open up the attribute editor. Minimize the Hypershade window and in the attribute editor you will see a field called Image Name and conveniently there is a browse folder button next to it. Open it up and if you set your project earlier then when you click browse you will be taken directly to the textures you set up earlier.
Choose one
You now have a material made from a custom texture that you can apply to your model.
I'll cover laying out and mapping UVs shortly.
The first thing you need to do is decide what textures you're going to want to use. duh
Now most textures in UED are in the DirectX compression format .dds. You will need a special set of plugins for Photoshop wich you can grab here. (http://developer.nvidia.com/object/nv_texture_tools.html)
If you don't already have a project set for your model do it now.
Export the textures from UED to your newly set project
Open them in PS and save them as .tga or .bmp(um, you exported them from UED to the project folder right? ;))
Now you're ready to get them into Maya and on to your model
In Maya click Window>Rendering Editors>Hypershade
Now in Hypershade you will see a new window with several different panes. On the right side there will either be one single or two panes stacked on top of each other. Just above them are some strange looking buttons, one with a black bar near the top of the button, one with a black bar near the bottom of the button, and one with both black bars. The tooltips will tell you what tabs they show, but we are concerned with opening the workspace right now so that means click the middle one that shows the bottom tabs only.
Now back over above the left pane is a button labeled create textures.
Click and drag down to create materials.
Now you will see a list of new material types appear. I have no idea what they all are, but we need the lambert. Middle click and drag the lambert to the top right corner of your work area. It's a good idea to rename this material now. Right click and drag down to rename type your new name and hit enter.
Now go back over to create textures click and drag but this time choose create textures.
Look in the new set of items and find the green and blue icon called file
Middle-clix and drag over on top of the material you created previously and when you release a menu will pop up. Maya is asking you what part of that material you want to connect this texture to. Choose color
Now drag the texture off to the left a bit so you can clearly see each one and you will notice a little green arrow going from your file to the material. I don't really know the technical term for that but it indicates input and output.
I'm sure the color is significant so that's why I mention it should be green lol :D
Ok now left click on the texture you just dragged over and hit ctrl-a to open up the attribute editor. Minimize the Hypershade window and in the attribute editor you will see a field called Image Name and conveniently there is a browse folder button next to it. Open it up and if you set your project earlier then when you click browse you will be taken directly to the textures you set up earlier.
Choose one
You now have a material made from a custom texture that you can apply to your model.
I'll cover laying out and mapping UVs shortly.