[Update] I kinda solved my problem, I would like to now what is the best workflow to texture in Photoshop and see the result in Maya without too many button pressing.
Hello everyone,
I am texturing in Photoshop a model I made in Maya 2010. I am using the PSD Network feature (not quite sure I use it right because it is a pain to visualise the modification of the texture in Maya) and for some reasons my entire model gets a level of transparency I fail to remove.
(and there is no alpha channel in my photoshop file, only RGB)
It sometimes happens too when I just apply a png as a texture (not sure what type of texture I should use : I am hand painting the texture with no mapping what so ever, I use Blinn in that case)
It is making me mad as I can't really see what the texture exactly looks like with the transparency on and I would like to make small render to make animated gif (but obviously can't).
Your help would be greatly appreciated !!
Cheers,
Raph
Replies
Why it does this? Not really sure.
You said there was no Alpha Channel? Is there a dedicated transparency folder in your layers list?
As said Kodde, if you do not need of the alpha channel, just broke the connection on the material.
If you need the transparency, alpha is shit under Maya this is not a news...
You need to separate all objects as single objects, and it should be ok...
Actually, in the material network there is no transparency (!?). There is only (from memory, I am at work) the "material geometry" object, the Blinn color and the model it is applyed to. I will try to post a screenshot when I get home.
I found a workaround : I delete the connection between the objet and the blinn color, then undo (ctrl-Z) and the new connection has no transparency in it. Though, when I update my texture and want to see how it looks after a few try the transparency pops back in for some reason (it is random)
What is your workflow when you paint in photoshop and want to see the result in Maya !?
Doesn't work with High Quality though T_T
Yeah... I sometime have the same problem with lightmap...
Deleting node and ctrl+Z will finally update the preview in the viewport. But this really random and depend of the connection on my multi layered material...
You can also add this command on a shortcut to reload automatically all textures files in your scene.
It doesn't always resolve the problem, but help to get better.
======== Code Start ===============
global proc SAMA_ReloadTexture ()
{
string $fileList[] = `ls -type "file"`;
for ($fileNode in $fileList)
{
string $ftn = `getAttr ($fileNode + ".ftn")`;
print ("\n\t- file \t= " + $fileNode + " ;");
print ("\n\t\t- ftn \t= " + $ftn + " ;\n");
setAttr -typ "string" ($fileNode + ".ftn") $ftn ;
}
}
======== Code End ===============
No really... In my Maya better is to separate objects... transparent polygons in one object are very bad deal with Maya
Something I do not understand is why do you work with you psd under Maya?
I think it could be better for you graphical card to work with tga or png under maya... I do not know how Maya deal with Psd in the viewport... but it could be a solution to your problem.
In Photoshop you have a cool feature called "Actions", it allows you to work with your PSD file in Photoshop and your texture file you are using in Maya.
And it will automatically save you psd on your texture oncethe record will be done one time...
There is also another way to save your psd file directly as psd or tga in you directory with some Javascript...
Here is a exemple : http://boards.polycount.net/showthread.php?t=71754