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Creating Specular Maps from Maya

polycounter lvl 6
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Tetranome polycounter lvl 6
Hey! So I'm following a 3dMotive tutorial for foliage in Unreal, however I am using Maya rather than 3DS Max - which the tutorial makes use of. Essentially, I want to find a way to set up a shader network for some specular highlights on blades of grass. Does anyone have any recommendations?

Thanks.

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  • jfitch
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    jfitch polycounter lvl 5
    Did you want to do that in ShaderFX or something? I wouldn't really recommend trying to create shaders for Unreal in Maya, simply because they don't use the same rendering agent. If you're just making a spec map in Photoshop and trying to preview it in Maya, your best bet is to use a Phong shader, but you should still import stuff into unreal and try to get a preview there instead.
  • Tetranome
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    Tetranome polycounter lvl 6
    The shader is more for baking a Specular Highlight map out of Maya to slap on my diffuse in Photoshop, for use in UE4.

    Thanks for the advice though :)
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