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Author Topic: Maya Forum
Janova
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Since: Feb 5, 2004
Posts: 267
Last: Aug 9, 2006
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Category: General
Posted: Thursday, Dec. 29, 2005 06:50 pm
i'll make a tut for starting out with maya... set it up for modelling, what tools to add on the custom shelve. then i'll make another tut for UV mapping on a basic object. i'll start on them tomorrow i think cos im rather not in the mood 2day ^^.

I dont know much about rendering... i know how to add lights and use 3d textures such as Oceans to get a cool reflective water feel... opaque or translucent... pretty easy and good stuff.

any other tuts u think would be good... maybe 3 total;

Setting up maya to model for games
Polygon primitive creation: A basic guide to creating objects
UV mapping and Hypershades: Adding colour to your object

anything else u can think of?
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rEdrUmMDK
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Since: May 29, 2002
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Posted: Friday, Dec. 30, 2005 08:36 pm
Janova. I have taken a UV Snaphot and saved it as a TGA and JPG. The tute I was looking at says open the file in Photoshop, then Add New Layer, then move the new layer below the Background Layer. Photoshop will not let me move the new layer below.
Do I even need to move that new layer below?
Thanks buddy.[thumbs_up]
Backup Your Work or your Work will be gone.
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Janova
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Since: Feb 5, 2004
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Last: Aug 9, 2006
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Posted: Friday, Dec. 30, 2005 08:46 pm
hehe no. in the end all u are going to do is flattern all them layers into 1 in the end anyway so the layers are only a preference to make it easy.

what i usually do is flattern the uv snapshot onto the last (or background) layer... you can do his using Ctrl + E. just slowely build up layers over the top until u are happy with the way your new skin looks. You can hide/ show the layers in photoshop by hitting the eye symbol in the layer windows... you will need to hide them to check that your new texture lines up with the UV snapshot. if u understand what i mean.
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rEdrUmMDK
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Posted: Saturday, Dec. 31, 2005 12:59 am
Yup I do. Starting with the snapshot image which shows up in the Layers as Background then adding more than one new layer I can move them back and forth but it won't let you move them below the Background Layer. Which like you said shouldn't matter after the Flatten Layers is used. Thanks
What I did is make a wall for a test and punched a hole in it with a cylinder and a boolean. I will post up the pic in the screenshot gallery. No textures as yet.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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Janova
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Since: Feb 5, 2004
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Last: Aug 9, 2006
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Posted: Saturday, Dec. 31, 2005 02:41 pm
yeah i saw it. looking good ^^

would be a good idea if you textured the wall face with a CoD skin or a gaming skin so you can blend the wall nicely in. like halflife did.
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rEdrUmMDK
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Posted: Saturday, Dec. 31, 2005 03:38 pm
I tried to skin it once and it didn't work very well. Must have done it wrong. Avidly waiting on your model skinning tute.

At one time I was working on a model help file for Doom3. But found some of the models so huge it was impossible to get a pic of them. They were that big. There were caves etc.
I wonder if it is possible to construct almost a complete level in Maya? Buildings, roads etc. then import it into a specific game like COD.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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Janova
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Since: Feb 5, 2004
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Posted: Saturday, Dec. 31, 2005 04:45 pm
yeah i think its possible. I hear that all the terrain in unreal torn and other next gen games are all models. Not only would would it look better if all games done this but you would also get ALOT more detail in for the same amount of tris'.
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Janova
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Since: Feb 5, 2004
Posts: 267
Last: Aug 9, 2006
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Category: General
Posted: Saturday, Dec. 31, 2005 06:09 pm
got the second 1 up... if ur lucky i'll start the 3rd 1 tonight (GMT) but i doubt 'll finish it. the 3rd 1 will be making a UV map for the TV in the 2nd tut i made and maybe a tad on rendering in maya. I'll go onto advanced UV mapping in another 1 if these basic 1's get a good enough reception.
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rEdrUmMDK
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Posted: Wednesday, Jan. 4, 2006 04:45 pm
I posted up a pic of the UV Texture Mapping of the Wall (in the gallery). What do I do from here to paint or apply textures to individual faces? I did see that when I went into Face mode and selected individual faces that only those faces selected show up in the UV Texture Editor. I am stumped as to what to do there now.
Say for instance I select all the faces on the inside of the wall hole. In the UV Editor I take a snapshot and open it up in Photoshop. How do I paint or apply a texture to what is shown in PS? Then how do I get that back onto the faces in Maya?
Thanks buddy.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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Janova
General Member
Since: Feb 5, 2004
Posts: 267
Last: Aug 9, 2006
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Level 5
Category: General
Posted: Wednesday, Jan. 4, 2006 07:03 pm
Sorry, the mod that i am working for has just kicked off into 5th gear so i dont have time to make the next tut yet.

okay... i see u done automatic mapping. its OK for when u first start out but i would discourage its use... I would stick to Planar or Cylindrical mapping. (planar mapping should be a tad better for this mode of yours).

Anyway! to answer you question.

Switch to object mode and select the model(s) u want to be on the UV map.

In your UTE go "polygons > UV snapshot..."

in that window go "browes..." and give it watever and destination name you want (desktop will do). Hit "save".

Switch your image format to "Jpeg" and set the resolution you want then Hit OK.

Import that file into Photoshop and do whatever graphics you want.

Once you are happy with the skin save it as a jpeg and open up maya.

Go "Windows > Rendering Editors > Hypershade" (add that to your custom shelve).

double click on the Lambert Material (the forth one down, looks like a matted object). This is the only material a game engine will read.

Double click on the new lambert material that appeared in the work area box. That will bring up its options. Close the hypershade window for the time being.

In the lambert properties that came up, click on the checked box next to "color", then a box will appear. In here click "File".

this will change the options box to the right of your screen. Click on the file shaped symbol next to the "Image" box. Find the jpeg you saved.

now open up the hypershade window again. Middle mouse drag that image onto you model.

Thats it!

you may have to press "6" to view it in textured view.
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