Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I don't like Max's material workflow. It's not very fluid or intuitive.
To remove the noise map, in HyperShade, select the material, graph the material (right click), select the noise map, and delete it. Reassign another texture to the bump channel. Easy as pie.
Red bellows of flame have blackened my stones
Convulsing my frame and cracking my bones
Hell's dragons of steel who roar in their chains
Crawl into my caves to suck out my veins.....
no mateial ID?? material ID is amazing, nice way to work i reckon
map channel is in hypershade, all ur textures and everything is on ur left (almost like max, select the type you want then edit it)
blend is a node in hypershade, its the blend node obviously u can mix together any 2 attributes of any 2 objects, nice stuff
Actually, material IDs in Max are really only useful in conjunction with Multi-Subobject materials (a single material with several submaterials). Since there are no multi-subobject materials in Maya, material IDs aren't needed.
Red bellows of flame have blackened my stones
Convulsing my frame and cracking my bones
Hell's dragons of steel who roar in their chains
Crawl into my caves to suck out my veins.....
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