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Old 05-09-2008, 01:31 PM   #18 (permalink)
wolfsage
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Mapping file textures in Maya

Quote:
Originally Posted by Tiros View Post

If you're using maya however, I'm afraid I don't know how to do it.
For thouse of you using Maya;

Select your shader or create a new one (try Blinn or Phong) by R+click Assign new matieral, or Window>Rendering Editors>Hypershade, create new shader, middle mouse drag onto model.

(please don't edit Lambert1 as this is your defult shader and everything else you add to the scene will have that shader applied)

Open Shader in Attribute editor Crtl+A or double click shader in Hypergraph

Map Diffuse into colour, to do this; click on the little checker box icon to right of colour slider, then select File in the pop up box, click on folder icon next to image name and browes to your desired diffuse map.

Specular map goes in....you've guessed it! Specular colour, note: Lambert shaders have no specular highlight, use them for matt surfaces like cloth.
Map file as directed above.

Normal map goes into the Bump node when you click to add your file texture an extra tab comes up in the attribute editor before you select the file location. in this tab find "Use As:" and select Tangent Space Normals, otherwise your Normal map will render as a plain old Bump map.

To display normals in veiw port select Render>Hight Quality Rendering in view port options
You will need to render in Mental ray as Maya software can't work out Normal maps!

Hope that helps :-)
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