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BlvdNights's Avatar
Old (#1)
Hey y'all.

So I'm working on a piece where I'm using layered textures to vertex paint onto a mesh. Problem is, the vertex painting is not showing up when I render it out. I don't have a ton of experience with maya's renderer or materials for that matter. So wondering if this is even the right way to go about it (as opposed to making a mask in the material instead.)


Any advice, help, lolnoob comments are welcomed

Last edited by BlvdNights; 01-29-2011 at 05:23 PM..
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BlvdNights's Avatar
Old (#2)
The more I play around with it, the more I think it's the material I currently have set up that's causing it.





I have 3 layered textures set up to a blinn (1 for color, 1 for spec, and 1 for normal). Each one of those layered textures has 2 texture files each that I linked together in 2 UV sets. Please let me know if this is the right way to go to about it or if what I can do to fix it.
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warby's Avatar
Old (#3)
are you rendering with maya software or with mentalray ? i remember myvertex colors not showing up with mental ray by default i had to add some node to myshader to make it show up idont recall the name though it hasbeen years !
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BlvdNights's Avatar
Old (#4)
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Originally Posted by warby View Post
are you rendering with maya software or with mentalray ? i remember myvertex colors not showing up with mental ray by default i had to add some node to myshader to make it show up idont recall the name though it hasbeen years !
I'm going to have to render it either in maya software or hardware, since this is meant for game dev. The real issue I'm having now is whenever I switch over to higher resoultion the vertex color completely covers up the rest of the material when I start painting on it.

Last edited by BlvdNights; 01-31-2011 at 09:53 AM..
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warby's Avatar
Old (#5)
what do you mean by switching to a higher resolution ? explain in detail please !

btw your signature links to http://www.polycount.com/forum/Hellomynameisryan.org which doesnt exist for me !
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JValencia's Avatar
Old (#6)
Treebark? Moss?
You could do the Naughty dog art test in unreal too! =]

I would go that route instead, especially if you want to show it in real time. Plus, VP is more flexible in unreal.
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BlvdNights's Avatar
Old (#7)
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Originally Posted by warby View Post
what do you mean by switching to a higher resolution ? explain in detail please !

btw your signature links to http://www.polycount.com/forum/Hellomynameisryan.org which doesnt exist for me !
Thanks for the heads up on the signature link!

What I meant was when I change the renderer in the viewport from default quality rendering to high quality rendering
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Old (#8)
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Originally Posted by juanitudev1 View Post
Treebark? Moss?
You could do the Naughty dog art test in unreal too! =]

I would go that route instead, especially if you want to show it in real time. Plus, VP is more flexible in unreal.
Too bad I have to take renders of it inside of Maya. If I could do it in Unreal, I would have gotten it done days ago in no time :P
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JValencia's Avatar
Old (#9)
Well from what they told me, you could render out the final images in Unreal for the turntable and the beauty shots; you needed to turn in a maya file though to them will all the textures.

Good luck on it either way.
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Old (#10)
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Originally Posted by juanitudev1 View Post
Well from what they told me, you could render out the final images in Unreal for the turntable and the beauty shots; you needed to turn in a maya file though to them will all the textures.

Good luck on it either way.

That's different from what I've been told. I even asked if I could use Unreal and they said absolutely not.
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