I just spent half hour...manually doing this for a helmet.............. I blame Alan for this. (haha
@uistudios10 ай бұрын
Lol 😂 same… once i found this workflow i have not done it manually since!!! 👍
@aviv322 ай бұрын
great video! is there a way to assign the material name into the same tab? or it always gonna assign new material and then u have to change the name ?
@uistudios2 ай бұрын
@@aviv32 wow you got me, honestly i just always rename the autogenerated material but that’s a good question 😆
@vaikinvong99265 ай бұрын
Thank you ! Nice !!
@abrilfloresgarcia73704 ай бұрын
Very useful tutorial! I just have one question. What can I do if the assign existing material tab doesn’t work? When I click on it the program freezes and then nothing happens
@uistudios4 ай бұрын
@@abrilfloresgarcia7370 make sure your show texture button is pressed. Also if you go into the hypershade window do you see your material?
@boocultist5 ай бұрын
thank you! if i have a character with multiple different texture sets do i need to grab each set separately?
@uistudios5 ай бұрын
Ya each separate material would be its own thing
@boocultist5 ай бұрын
@@uistudios ty!
@qyutotube5 ай бұрын
Thanks!😊
@duarvey_09 ай бұрын
is there a way for this to export with fbx without the texture disappearing? it seems aistandardsurface texture is not exporting with fbx.
@uistudios9 ай бұрын
Yes aiStandard only works for Arnold Rendering in Maya. It’s their PBR setup. If you are exporting out you have to use either the phong material or lambert or some other “standard” one, then add all the extra PBR textures in your other application. So fbx can’t include anything besides a few basic ones like color map, normal map … etc.
@clementchevallier735910 ай бұрын
Hello, very good tutorial. Before I had the Substance page but since I reinstalled maya I no longer have it despite my searches in the manager plug-in, substance doesn't appear do you have any idea what it could be?
@uistudios10 ай бұрын
Hey 👋 maybe try doing this kzbin.info/www/bejne/hprPnWyfj7yMjqMsi=fxITyHbQSXic2dXQ
@clementchevallier735910 ай бұрын
@@uistudios Yes!!! Thank you very much
@matteobonacina7250 Жыл бұрын
Interesting! Does it work for redshift also?
@uistudios Жыл бұрын
Hey I don’t personally use RedShift :) but here is something that you might find helpful: No, the Substance Painter plugin for Maya does not directly support Redshift Renderer. The Substance Painter plugin is primarily used for importing and exporting Substance Painter materials and textures, and it does not have built-in integration with Redshift Renderer. However, you can still use the Substance Painter plugin to bring in PBR maps from Substance Painter into Maya and then use Redshift Renderer to render your scene. Here is a general workflow for doing this: Export PBR maps from Substance Painter: In Substance Painter, export the PBR maps for your materials as separate files. This will typically include the albedo, roughness, metalness, normal, and ambient occlusion maps. Import PBR maps into Maya: In Maya, import the PBR maps you exported from Substance Painter. You can use the File > Import menu to do this. Assign PBR maps to materials: In Maya, assign the PBR maps you imported to your materials. You can do this by dragging and dropping the maps onto the material properties panel. Set up Redshift Renderer: In Maya, set up Redshift Renderer as your renderer. You can do this by going to Window > Rendering Editors > Redshift and then clicking the "Use Redshift Renderer" button. Render your scene: Once your scene is set up, you can render it using Redshift Renderer. You can do this by going to Render > Render Using Redshift. This workflow will allow you to use the Substance Painter plugin to bring in PBR maps from Substance Painter and then use Redshift Renderer to render your scene. However, it does require some additional steps compared to using the Substance Painter plugin with Arnold Renderer.