Photoshop :: Maya, Lightwave, Or 3d Max
Dec 27, 2005
I'm not sure what Software to spend time learning? I already asked this once but I would like to know, what's the best? What's the easiest? Is the Best hard? Also what makes it the best?
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May 4, 2012
You can render passes in Maya that split up a beauty image into layers like reflection, diffuse, specular etc.
One option is to save these passes in float openexr files(for ultimate color fidelity).
The beauty exr file reads just fine in photoshop.
The render passes however show up as black in photoshop even though they are not as verified by imf_disp, a viewer program that comes with Maya.
I know the problem is that the header in the renderpass openexr file is the name of the "renderpass"(eg "specular") as opposed
to RGBA.
The solution for me has been to use a program that comes with Maya called imf_copy to replace the headers of the renderpass files.
in windows I use the following command line:
"C:Program FilesAutodeskMaya2012inimf_copy.exe" specular.1.exr specular_forphotoshop.1.exr
This results in the new file specular_forphotoshop.1.exr which is no longer black when opened with photoshop.
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Feb 22, 2012
i created a text with the bevel option, then export it as OBJ but every time i try to open it in photoshop it crashes, what i want is to manipulate this text in after effects.
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Feb 11, 2014
I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now:
1. export UV snapshot from Maya and open it in Photoshop
2. use premade textures, photo reference and hand painted images in PS to build a diffuse texture
3. export as an image file and check it on the model in Maya
4. go back to PS, adjust and start building a specularity/gloss map, as well as use premade normal map textures or hand painted bump maps to create all those different maps
5. export layer groups from PS into individual texture file (diffuse, specular, normal, emission etc...)
6. assign everything in Maya and check if it looks ok (I prefer doing this in Maya, so I could change the model or UVs if needed)
7. export another set of texture maps from PS to meet the requirements of Unity (diffuse with gloss in Alpha channel ect)
8. assign and test everything in unity and make prefabs for my developer
As you can see I spend a lot of time on exporting up to 6 versions of one texture for different purposes for Maya and for Unity. Everytime I want to change something, I have to manually go in and re-export and refresh those textures. I'm trying to use actions in Photoshop and a Mel script in Maya to make that easier, but still it's a lot of tedious work spent on just updating images.
I actually started off using PSD networks in Maya. I would create my material, let Maya create a PSD file with different layer sets assigned to my shader and let it all refresh at once without having to export. That sounds like a reasonable workflow, but I stopped using it, because networks with layer sets only support flattened Photoshop data, so no layer effects and non-destructive editing from within PS. And every once in a while my PSD network would break and corrupt my PSD files, making it impossible to save them or open again.
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Jan 4, 2014
I created 3D text in Photoshop CS6 and exported the mesh as an obj. I was able to import the obj file directly into 3DS Max 2013, but could not import it into Maya 2013 and 2014, because both versions cited incorrect data. Is this a bug or user error? Obvious workaround is to use Max to re-export, but would prefer to have it work directly in Maya.
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Jul 20, 2011
I am trying to paint a texture map in detail with Photoshop. the uv map is not ready, or it appears not to be.How do I separate/unwrap these uv's for easy texturing in Photoshop.
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Jan 19, 2012
What's the difference between 3d studio max and maya?
Im a maya user but I'm curious to know what 3d studio max has to offer that maya does not?
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Feb 6, 2013
how to convert .obj to .mb?
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Jun 30, 2011
Whenever I try and take a UV snapshot of a set of UV's in Maya 2012, I get the following error message: // Error: Failed to open output file: C:UsersFraggerDocumentsA Work FilesVisualisationsimagesYellowBucket.*.tif
This has happened every time I try to take a UV snapshot in 2012, but it never happened on any of the earlier versions.
BTW, I'm not a tech savvy person so small words
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Oct 26, 2012
I can't seem to export any geometry to .fbx. Not even a simple sphere. The script editor reads:
file -force -options "v=0;" -typ "FBX export" -pr -es "C:/Users/showme/Desktop/test.fbx";
// C:/Users/showme/Desktop/test.fbx //
But no file is saved. No problem saving .mb to the same directory so it's not a folder-lock issue. I have tried uninstalling/reinstalling the complete Maya 2013 package but to no effect. I need to export to .fbx in order to get the exact camera position along with my geometry to modo.
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Apr 29, 2013
it is windows8 64 bits.i can't send anything to mudbox.The button is available,but when open mudbox ,there is nothing.
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Feb 20, 2014
Whenever I open up Maya, I can only view the top menu bar and I'm able to open up the "Open File" menu and select a file to open, but I don't see anything open. I've downloed services pack 3 and 4 already and they're not working.
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Nov 10, 2011
It seems that the use of the formLayout UI element prevents a window from being resized smaller than the properties provided in the layout.
In earlier versions of Maya this was not the case, and the use of formLayout could be resized to any arbitrary size along with the rest of the UI elements. Are there any workarounds to allow the formLayout to have this previous version behaviour?
Compare the window and formLayout examples to see what I mean:
[URL]
The window example can be scaled down to any size, but the formLayout cannot. Setting the sizeable flag on the window does not allow the formLayout to be sizable, and there does not appear to be a sizeable flag for the formLayout.
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Nov 19, 2011
I accidentally turned it on, but now I cannot do anything about it.
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Apr 12, 2012
I've noticed what I think is an inconsistency with regards to naming objects.
Say when you create a cube, then straight away duplicate it, the new object would be suffixed with another number.
If you parent those objects first then rename them to have the same name, you can use the same name.
When you unparent the objects, the names will again be suffixed with a "unique" number.
Is this the correct behaviour? Or is it a bug?
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Aug 5, 2012
I found a toy which is belong to my brother's son in my grandmother' house. It is a Fire engines, and it has a adjustable Fire ladder,then I want build this things with maya, so ......the modeling is done, and then the problem comes out when I ready to rig the fire ladder, look at the pic below, let me explain:
1.there are three axle in red : A B C , blue things is base of axle
2.the green thing is the fire ladder
3.the yellow thing is a hydraulic push-rod which can be adjustable
4.the pink thing looks like a Skateboard, and hydraulic push-rod base on it.
5.the gray thing is a part of fire engines' body.
there is no problem if it has a fixed pole instead hydraulic push-rod, because I can just use a IK handle link A & C, but now....it doesn't work.
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Jan 23, 2012
The last time I imported an object that had the .stp format everything worked fine. But now I get an error message. I tried Maya 2011 with out success. It did work on another machine with Maya 2010.
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Apr 30, 2013
I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
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Jan 10, 2013
I am trying to import a DWG from AutoCad 2010 (PC) into Maya 2013. All I get is an error. I was searching trough the web and have found no solution to this.
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May 2, 2013
I imported a character from another scene and made sure to highlight the eyes when doing so. Now that I've imported my character, the color in his eyes is missing completely. I tried to go back in the hyper shade and reassign the color, but it won't work.
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Dec 17, 2011
i have 3dsImport.mll installed and active in the plug-in manager, but 3ds files are not importing. a transform node shows in the outliner, but there isnt actually any data/geometry to see or select or scale etc etc. i am working with Maya 2100 x64 MAC.
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Sep 14, 2010
I've been getting my hands on a few models from different games (Such as the Spy from 'Team Fortress 2', and Mario from 'Super Smash Brothers Brawl') lately, all of which are already weighted properly... So I can simply apply IK's and begin animating in a matter of minutes...
However, I can't set up any of them with a HIK rig (To use with Motion Capture..).. I keep getting an "Invalid skeleton or no skeleton. Can't create new rig." error when trying to Create the HIK Rig (I can Characterize the skeleton with no problem though). I know that the mesh is binded already to the skeleton using skin clusters..
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Feb 21, 2013
I currently am porting all my engine code from "XNA" to native C++ DirectX 11.1 for Windows Store App's and my question is basically what format does the industry use for Exporting their models (animated/skinned) in Maya to use with their game engines that are on DirectX. I preferably would almost think writing a Wavefront .obj imported in c++ would be the best route to take as its the native format in Maya for exporting models correct? Just looking for some insight before I attempt to roll something up here. I see Microsoft seems to want to use the .SDKMESH format which they have a loader for in their DirectX TK toolkit but I HIGHLY doubt Maya supports exporting in SDKMESH format. They also have a tool for converting FBX files to SDKMESH so I guess that is an option if I want to have to export in FBX then convert to SDKMESH just to see something not export/convert correctly with all those paths of resistance.
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Aug 28, 2012
My friend told me that in Autodesk Edition 2013, we can save files that are worked in Max as Maya and vice-versa. Since I find it easy to Model in Maya and texturing in Max easy, i got both Maya and Max 2013. I found how to save Max files to Maya. but I can't find maya's "Send To".
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Aug 24, 2012
Using maya 2013/MR to render with the optimised texture(the converted .map textures in sourceimage/cache)
i have done some tests on this issue, and kind of confirm my maya 2013/MR would not utilise the .map textures at render time, whereas in maya 2009/MR, i can clearly see the render progress window indicates that the .map textures are being used at render time; plus, with maya 2009/MR, i can see obvious memory drops when batch render with the optimised textures.
Why maya 2013/MR would not use the .map textures? or did i mis some new setting somewhere with 2013?
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Feb 23, 2012
I'd like to know how can I remove perspective view from a camera!
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Jan 2, 2013
how to resize my maya window? I can't see my time slider
I accidentally click something while I was doing my blend shapes activity. Now, I need to get back my maya on its normal view with the time slider so that I can work on my animation.
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Oct 26, 2012
I just transferred my Maya software over to a new Mac, It works normally except that the channel box shows nothing when an object is selected. If I click in the blank fields the values show up, but I cannot see the descriptions of what those values are for. I have tried the following: Dumping the prefs, reinstalling, contacting support (since it is a student license the y do not provide support, but did suggest the prefs idea), followed by deleting all Maya files and folders, library prefs and reinstalling from scratch. the result is the same. I am running Mac Snow leopard, which is new to me.
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Apr 9, 2011
I've remove the hotkey ctrl + q from the file>quit command and assigned it to something else, but the quit command is still using that hotkey! Tried with fresh pref files and still no joy.
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Apr 19, 2013
I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
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Oct 27, 2011
How do I export .ma or .mel files to .fbx or .max?
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