By aburley
#375905
Hi guys,
First off, i am still very new to this, so excuse the basic questions!

I am using the HyperShade in Maya 2014 to create my textures. These are pretty basic textures - I made the UVs in UVLayout, imported the UVs snapshot into Photoshop CC, saved my textures as a .tga file, and applied the material in Maya. My question is, will Maxwell Render (v3) pick these up ok? One part has a chrome background with the Photosphop work on an alpha to make a mirror-like effect with writing on.

Will my bump maps be ok aswell?

Or, is the general rule to make all textures in Maxwell?

Thanks very much for your help!
User avatar
By Nasok
#376120
Hello aburley,
um .. not really sure what is your question. So it seems like you're doing everything pretty much in the right way.

you model your geometry, do a uv mapping, afterwards you do a UV snapshot form UV editor, you bring it into something like photoshop .. from there you're creating your textures (using UV snapshot as a reference) and afterwards you're saving your texture as simple images .. (well from here it depends on your goal) .. if you need simple texture .. well I think jpeg will do … TGA also should work, it's just will take more memory to load (due to greater size) then if you need your texture to be a light source, you simply have to save it in EXR or Radiance (HRD) format form photoshop (don't forget to start your project in 32 bits in this case).
And finally in Maya .. you're assigning your MAxwell Layered material to your geometry .. and you're adding your textures there. 0 reflection for diffuse, bump for bump etc. If your textures were matching in photoshop, they should match in MAxwell also.

Cheers.

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