Use a shader of your choice like a blinn or a phong shader. Add the normal map in the bump map channel setting it to tangent space normal. Place your lights, set your renderer to mental ray and render away
Dont forget, for mirrowed normals you have to flip the coresponding color channels in Photoshop so that the mirrored parts show up right in the rendering.
Vray is not available in Maya, another solution would be to use the hardware Renderer to get an exact Rendering of what you see in your Viewport set to High Quality Rendering (Beware: Problems with shadows etc)
@TWilson: What do you want to know about the materials? The shaders work basically just the same way as in any other 3d app. I suggest just playing around with it. Try the CGtalk Maya Mental Ray Section for tutorials and general Information
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Dont forget, for mirrowed normals you have to flip the coresponding color channels in Photoshop so that the mirrored parts show up right in the rendering.
Vray is not available in Maya, another solution would be to use the hardware Renderer to get an exact Rendering of what you see in your Viewport set to High Quality Rendering (Beware: Problems with shadows etc)
I was under the impression Vray was in beta testing for maya or something. I'm fluent in 3dsmaxanese too so I can use it there I suppose.
While I'm here do you know of any good metal ray type info spots? rtfm?
The last time I tried the beta it didn't work well for baking either, but that was a while ago.
@TWilson: What do you want to know about the materials? The shaders work basically just the same way as in any other 3d app. I suggest just playing around with it. Try the CGtalk Maya Mental Ray Section for tutorials and general Information