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8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 114
Photoshop Paths to Maya EnvironmentsCATEGORY 3D MODELING MAYA OCTOBER 27 2008
One of the ways I create top down views and flow of my maps is using Photoshop Wave
Filter and Polar Coordinates Filter Although this will not create a flow for you it willcreate a unique top down view where you can modify and start fromItrsquos fairly simple to use and itrsquos random so each time you use it you will end up withsomething new Here are the basics of the filter and what you need to make it work inyour favour
Create a new document any size you want and any resolutionFile --gt New --gt New Document
Use Marqee Tool and draw basic shapes on your canvasUse Shift to add or Alt keys to take way from selection
After you have your selection just fill it with black
Now this is where it gets fun
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 214
Go toFilter --gt Distort --gt Wave
I work with the following sliders
- Square (checked)- Number of Generators- Wavelength- Amplitude
You will have to play around a bit to get what you like It acts a bit out of control whenyou have low number for generators and high wavelength so play around a bitClick ok and this is what I ended up with using different settings
Original Marquee Selection
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 314
Wave at different settings
I wouldnt use what Photoshop gave me for a level top
down view but I can see using this as a base to startfrom Better then what I did with just a marqee tool
Polar Coordinates
Polar Coordinates filter was very unique and gave me very good results
Filter --gt Distort --gt Polar Coordinates --gt Rectangular to Polar
From
To
Polar Coordinates applied twice
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 414
I tried using Wave filter then Polar Coordinates
and this is what it generated
From Wave Filter
To Polar Coordinates
Polar Coordinates generated some very cool topdown views
Here is another test using a bit more simplisticlayout then above
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 514
Hope you found this useful and it will help you generate more unique and interesting topdown map flow
Reason I like these two filters because it creates random abstract shapes and allows youto have lucky accidents which is more creative then logical and rational approach
Creating environments from Photoshop to Maya
This workflow is fairly simple and very effective in creating environmentsWe are going to be using Photoshop and generating paths Saving those paths asIllustrator paths and then importing them into Maya as curvesThis particular tutorial goes great with this one I wrote previouslyCreating Unique Overviews PS WavePolar FilterIn Creating Unique Overviews PS WavePolar Filter tutorial I generated unique top down view
We now going to be taking those and creating a base to work from in Maya
Photoshop
File --gt New Document
Then create an image basic top down view using marquee selection and fill it with black
Go to Filter --gt Distort --gtPolar Coordinates --gt
Rectangular to PolarThis is what we end up withafter running the filter from
the above image
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 214
Go toFilter --gt Distort --gt Wave
I work with the following sliders
- Square (checked)- Number of Generators- Wavelength- Amplitude
You will have to play around a bit to get what you like It acts a bit out of control whenyou have low number for generators and high wavelength so play around a bitClick ok and this is what I ended up with using different settings
Original Marquee Selection
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 314
Wave at different settings
I wouldnt use what Photoshop gave me for a level top
down view but I can see using this as a base to startfrom Better then what I did with just a marqee tool
Polar Coordinates
Polar Coordinates filter was very unique and gave me very good results
Filter --gt Distort --gt Polar Coordinates --gt Rectangular to Polar
From
To
Polar Coordinates applied twice
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 414
I tried using Wave filter then Polar Coordinates
and this is what it generated
From Wave Filter
To Polar Coordinates
Polar Coordinates generated some very cool topdown views
Here is another test using a bit more simplisticlayout then above
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 514
Hope you found this useful and it will help you generate more unique and interesting topdown map flow
Reason I like these two filters because it creates random abstract shapes and allows youto have lucky accidents which is more creative then logical and rational approach
Creating environments from Photoshop to Maya
This workflow is fairly simple and very effective in creating environmentsWe are going to be using Photoshop and generating paths Saving those paths asIllustrator paths and then importing them into Maya as curvesThis particular tutorial goes great with this one I wrote previouslyCreating Unique Overviews PS WavePolar FilterIn Creating Unique Overviews PS WavePolar Filter tutorial I generated unique top down view
We now going to be taking those and creating a base to work from in Maya
Photoshop
File --gt New Document
Then create an image basic top down view using marquee selection and fill it with black
Go to Filter --gt Distort --gtPolar Coordinates --gt
Rectangular to PolarThis is what we end up withafter running the filter from
the above image
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 314
Wave at different settings
I wouldnt use what Photoshop gave me for a level top
down view but I can see using this as a base to startfrom Better then what I did with just a marqee tool
Polar Coordinates
Polar Coordinates filter was very unique and gave me very good results
Filter --gt Distort --gt Polar Coordinates --gt Rectangular to Polar
From
To
Polar Coordinates applied twice
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 414
I tried using Wave filter then Polar Coordinates
and this is what it generated
From Wave Filter
To Polar Coordinates
Polar Coordinates generated some very cool topdown views
Here is another test using a bit more simplisticlayout then above
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 514
Hope you found this useful and it will help you generate more unique and interesting topdown map flow
Reason I like these two filters because it creates random abstract shapes and allows youto have lucky accidents which is more creative then logical and rational approach
Creating environments from Photoshop to Maya
This workflow is fairly simple and very effective in creating environmentsWe are going to be using Photoshop and generating paths Saving those paths asIllustrator paths and then importing them into Maya as curvesThis particular tutorial goes great with this one I wrote previouslyCreating Unique Overviews PS WavePolar FilterIn Creating Unique Overviews PS WavePolar Filter tutorial I generated unique top down view
We now going to be taking those and creating a base to work from in Maya
Photoshop
File --gt New Document
Then create an image basic top down view using marquee selection and fill it with black
Go to Filter --gt Distort --gtPolar Coordinates --gt
Rectangular to PolarThis is what we end up withafter running the filter from
the above image
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 414
I tried using Wave filter then Polar Coordinates
and this is what it generated
From Wave Filter
To Polar Coordinates
Polar Coordinates generated some very cool topdown views
Here is another test using a bit more simplisticlayout then above
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 514
Hope you found this useful and it will help you generate more unique and interesting topdown map flow
Reason I like these two filters because it creates random abstract shapes and allows youto have lucky accidents which is more creative then logical and rational approach
Creating environments from Photoshop to Maya
This workflow is fairly simple and very effective in creating environmentsWe are going to be using Photoshop and generating paths Saving those paths asIllustrator paths and then importing them into Maya as curvesThis particular tutorial goes great with this one I wrote previouslyCreating Unique Overviews PS WavePolar FilterIn Creating Unique Overviews PS WavePolar Filter tutorial I generated unique top down view
We now going to be taking those and creating a base to work from in Maya
Photoshop
File --gt New Document
Then create an image basic top down view using marquee selection and fill it with black
Go to Filter --gt Distort --gtPolar Coordinates --gt
Rectangular to PolarThis is what we end up withafter running the filter from
the above image
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 514
Hope you found this useful and it will help you generate more unique and interesting topdown map flow
Reason I like these two filters because it creates random abstract shapes and allows youto have lucky accidents which is more creative then logical and rational approach
Creating environments from Photoshop to Maya
This workflow is fairly simple and very effective in creating environmentsWe are going to be using Photoshop and generating paths Saving those paths asIllustrator paths and then importing them into Maya as curvesThis particular tutorial goes great with this one I wrote previouslyCreating Unique Overviews PS WavePolar FilterIn Creating Unique Overviews PS WavePolar Filter tutorial I generated unique top down view
We now going to be taking those and creating a base to work from in Maya
Photoshop
File --gt New Document
Then create an image basic top down view using marquee selection and fill it with black
Go to Filter --gt Distort --gtPolar Coordinates --gt
Rectangular to PolarThis is what we end up withafter running the filter from
the above image
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 614
Cntrl + LMB click on the layer thumbnail to selectall or just press Cntrl+A to select all
Copy the selection by pressing Ctrl+CSwitch to Channels tab and create new channel thenpaste the selection into this channel Cntrl+V What
this does is creates your image as an alpha channel
Ctrl+LMB on the alpha layer thumb or Cntrl+A toselect the alpha channel
With the alpha selected switch over to Paths tab
Select Make Work Paths
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 714
We are ready to export these paths as Illustrator paths and import them into MayaGo to File --gt Export --gt Paths to Illustrator
Switch over to Maya
Maya
Go to File --gt Import --gtand import the paths that you just saved Maya will bring these paths as CV curves and
they will usually be 90 degrees to the grid
You want them flat to the gridSelect all the curves group them by pressing Cntrl+G and then rotate them so they areflat along the grid
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 814
Select the curves You can either select them
all or individually Difference is if you selectthem all you will have all the objects as oneIf you select them individually and do thefollowing steps then each curve will be aseparate piece which will be better whenyou export it into a game engineFor the tutorial I chose all the curves
Go to Surfaces --gt Planar Option Box
I chose the following
At this point you will have planar Nurb surfaces We dont want that We want polygonsSelect your newly created nurb planes and Modify --gt Convert --gt NURBS to PolygonsOption Box
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 914
Go to your Hypergraph and now you can delete everything except your Polys
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1014
Now itrsquos time to clean up You want to have nothing but 4 sided polys No 3 sided no 5sided Only 4 sided polys
This is after the conversion to Polygons
After clean up
Now all you have to do is select polys and extrude them This will be to you and how farhow detailed you want to go
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1114
This is my quick extrusions
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1214
Here is a quick 45 minute modelling I didNothing fancy but gives you great start for environments
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1314
983144983156983156983152983098983087983087983159983151983154983148983140983151983142983148983141983158983141983148983140983141983155983145983143983150983086983139983151983149983087983139983137983156983141983143983151983154983145983141983155983087983091983140983135983149983151983140983141983148983145983150983143983087983152983144983151983156983151983155983144983151983152983135983145983148983148983157983155983156983154983137983156983151983154983135983152983137983156983144983155983135983156983151983135983149983137983161983137983135983141983150983158983145983154983151983150983149983141983150983156983155983086983152983144983152
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414
8122019 Photoshop Paths to Maya Environments
httpslidepdfcomreaderfullphotoshop-paths-to-maya-environments 1414