TheTell-TaleHeart.com Blog

Maya - Using the PSD network (tech note)

by Administrator on Jul.03, 2009, under Technical Production Notes

Using Maya 2009 and Photoshop CS4, I am creating a base face texture for all the characters in the story. Here are my notes:

GENERAL NOTES:
- It is a little unstable: , At one point, Maya no longer recognized the PSD file. Spent hours trying different approaches (tossing special layers, removing extra sub-groups, etc). Eventually, I had to recreate, however, copying the layers from the old PSD to a newly created Maya PSD network proved challenging as Maya would reject half of the layers. A few hours later I rebuild the face texture to where I left off.
- To see how Maya will read the folder, flatten the layers: For the most part, Maya seems to flatten the layers inside each group top down. Once or twice I thought Maya was messing something up as Maya created texture did not match what I was seeing in Photoshop…until I went layer by layer flattening the layers…and then I saw the same thing as Maya.

AVOID:
- Transparent Photoshop layers which have a layer mask. I have noticed some odd interpretations. However, this can be side stepped by placing a white layer underneath, flatten the two layers into one, set the resulting layer as multiply…then you can use a layer mask.

:,

3 comments to “Maya - Using the PSD network (tech note)”

  1. Spence

    Separate PNG files for the different layers? If the tech fails me, I revert to what works. Single images for each render pass or material property may increase the complexity of your directory structure, but at least you’ll be excluding the inter-application weirdness that will ALWAYS be a problem.

    My 2c.

    Spence.

  2. Annette Quinones

    thetell-taleheart.com’s done it once again. Incredible post.

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