Hiii !
I have been trying to texture a house I made in Maya for something like 2 days and I just can't figure out how to do it... So yea I request your help, people from polycount!
So, I have this house that I created in Maya :
http://prntscr.com/h0gxteAfter doing some researches on youtube, I found out a software to add textures called "Substance Designer".
I created a wood texture using Substance Designer 2 days ago :
http://prntscr.com/h0h1y0Now, what I would like to do is to add this wood texture on some parts of my house.
I've watched plenty of tutorials on youtube but everything i so complicated that I don't even know what I don't understand. Apparently you have to use a plugin called Arnold renderer (but yea that's pretty much all i was able to understand... ) And am I supposed to import my house into Substance Designer or to import my texture into Autodesk Maya ? I don't even understand that T_T
Or do I need to put both my texture and my model in an engine like UnrealEngine to be able to texture it ?
So yea, of course I'm not asking for a full tutorial, I just would like to know what software/plugins I need to use or something like that so I can research it on youtube and find a process to follow...
You are probably wondering why I struggle with such a simple stuff with all the tutorials out there but I'm a noob so I'm totally lost ><
I hope someone will be able to help me a bit, thanks in advance !
Edit :
So, I was able to "extract" my texture from Substance Designer but it's in 4 small parts (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale).
Now, I don't know how to "combine" them to make them 1 single texture that I could use on my house created in Maya.
So yea, if anyone knows how to use Maya a little bit more than me and could help, I would really appreciate it >< Thanks !
Replies
So basically I need to export the texture from Substance Designer, import it in Maya and then put it on my model right ?
I will try that right now, thanks again
Here is a link to some Maya - Substance plugins. I think this should allow you to use raw substances with any material inside Maya:
https://www.allegorithmic.com/substance-maya
What you call the "2D preview window" is the thing in the red square right ? http://prntscr.com/h0hf1b
But I can't see the finished texture in this box, I can only see either the "Normal", the "Ambient occlusion", the "rougness", ... But not all of them at the same time. The only area where I can see the full completed material is in the 3D view.
So yea I can't save the 2D view because it will only save the normal or ambient occulision or... but not the full material right ?
But if you just use the substance straight, it will be one file that you won't be able to view or edit in an image editor. It will contain all your maps and parameters, and 3d softwares can read them.
Here is what I did :
1/ I double clicked on the normal node. The normal node showed up in the 2D view : http://prntscr.com/h0hjuy
2/ I linked it with my base material and double clicked on the base material : http://prntscr.com/h0hkft A brown color appeared on the 2D view (?)
3/ I double clicked on the Histogram Range. The histogram range node showed up in the 2D view : http://prntscr.com/h0hktj
4/ I link it with my base material and double clicked on the base material : http://prntscr.com/h0hl8l I still have that brown color on the 2D view of the base material (???)
5/ I did the same thing for the 2 last nodes (ambient occlusion and blur HQ grayscale) and here is what I have in the 2D view of the base material node : http://prntscr.com/h0hljx The finished texture is showing in the 3D view though so idk what's going on ?
Like, can I overlay 4 textures on a model in Maya? ._.
Thank you so much for taking the time to explain haha, it helped me a lot!
So when using a physically based material, you will have slots for those textures that I was mentioning, and the shader will "combine" them during the rendering , but on the interface it shows as separated textures.
Knowing the final usage of the asset would help determining what kind of material should you use. Is this going into a game engine? Or you just want to render it in Maya? Do you want more realistic result, or you are fine with simple shading, etc.
Maya should have both physically based and non physically based shaders though.
Well, I'm doing my very first 3D model so I'm not going to use it for anything specific, it's just to learn the basics you know and to become a bit less of a noob xD
So what I wanted to learn with this first little project was :
- Modelling something in maya
- Creating the textures from scratch in Substance Designer (even if they end up looking terrible, everyone needs to start somewhere haha)
- Putting the house in unreal engine if possible ?
- Rendering everything
I know I'm not going to have an amazing result so I will be fine with something simple and I will try to improve next time.
So if I understand correctly, I need a "shader" to combine my 4 "nodes" or however those things are called ? xD
Anyways, Unreal would want base color, metallic, roughness, normal and ao maps. Still, all of them are optional, and you can simply not plug anything into the one that you don't want, or just plug a value instead of a texture. Once you make a material in unreal, you will see it will have similar inputs to what you saw in substance. So there will be an "end node" with different inputs, where you can plug your textures one by one.
So, I am trying to add my 4 things I previously did in Substance Designer to Maya right now and I was able to put them in that "hypershade" window (I watched youtube tutorials and people were using the hypershade window thing so I guess that it's how you add textures right ?) :
http://prntscr.com/h0i7qp
Now I don't know how to combine those 4 stuff into 1 shader like you told me to do ? (on every tutorial I find on youtube they only have like 1 pic of bricks, wood or whatever they found on the internet so they are not combining anything T_T)
By the way, I saw the link to your artstation page, damn dude that stone material is amazing ._.
Hopefully some Maya guy will notice your thread and can give more insight about how to set up maya materials.
You can also try finding videos on yourube that are about using a normal map in a maya material. Because in that case, he will probably also apply color and other maps.
Anyway, thanks again
Now to wire up a material in Maya. From your screenshot, if you look at the lower left of the hypershade and into the Surface group, you can middle mouse drag a Blinn or Arnold material into the graph. You can drag output dots from the textures to inputs on the material. But for the normal map, you need to first create a 'bump2d' node (under the utilities category) and set it to Tangent Space mode, the normal map file plugs into the bump2d, which then goes to the bump map/normal camera input on a material.
Some people find it easier to start with a material, there's a checkerboard icon in each slot that lets you pick a file right from the attribute editor without going into the hypershade, this also handles the bump2d node for you.