Zatch
1st Jul 04, 11:49 AM
This thread is mainly a Q&A but feel free to add in any useful information you've found regarding models and texturing in general.
Okay I have a few problems getting my textures to work right in Maya:
1) I have done all of my UVW mapping in 3d Studio Max and tested the material to demonstrate that the mapping was indeed successful. Unfortunately, when I export to .OBJ (and I check the "Texture Coordinates" checkbox) and then import into Maya, the mapping seems to have warped in some way. I made certain that in Max I was working with a 1024x1024 map for UVW and that the Photoshop *.psd was the same size, but the warping still occured.
http://hw2shipscript.no-ip.org/OBJEx.jpg
2) Also, UVW mapping issues aside, when I applied the hw2shader material, imported the ship shader script, updated the shader's attributes using starfleet's method, and applied my formatted (via the 'make ready for export' Action in Photoshop) *.psd to the material's Color channel, I get something looking like this:
http://hw2shipscript.no-ip.org/MayaBadTex.jpg
Where it appears that the all-white (for testing) Specular layer
is somehow not being recognized as transparent. I'm assuming the black areas are due to faulty UVW map importing.
Just for reference, the model with default tex (in Maya):
http://hw2shipscript.no-ip.org/MayaDefTex.jpg
If anybody has an answer to either of these problems, please post it in here! :)
Okay I have a few problems getting my textures to work right in Maya:
1) I have done all of my UVW mapping in 3d Studio Max and tested the material to demonstrate that the mapping was indeed successful. Unfortunately, when I export to .OBJ (and I check the "Texture Coordinates" checkbox) and then import into Maya, the mapping seems to have warped in some way. I made certain that in Max I was working with a 1024x1024 map for UVW and that the Photoshop *.psd was the same size, but the warping still occured.
http://hw2shipscript.no-ip.org/OBJEx.jpg
2) Also, UVW mapping issues aside, when I applied the hw2shader material, imported the ship shader script, updated the shader's attributes using starfleet's method, and applied my formatted (via the 'make ready for export' Action in Photoshop) *.psd to the material's Color channel, I get something looking like this:
http://hw2shipscript.no-ip.org/MayaBadTex.jpg
Where it appears that the all-white (for testing) Specular layer
is somehow not being recognized as transparent. I'm assuming the black areas are due to faulty UVW map importing.
Just for reference, the model with default tex (in Maya):
http://hw2shipscript.no-ip.org/MayaDefTex.jpg
If anybody has an answer to either of these problems, please post it in here! :)