Game Development Reference
In-Depth Information
Now you can create an HLSL shader material with the hypershade editor (Window Rendering Editors
Hypershade). Assign this material either by clicking the middle mouse button and dragging the shader node onto the
model, or use the right mouse button and choose Assign Material to Selection from the menu (see Figure 3-4 ).
Figure 3-4. Creating a DirectX shader in Maya
Maya and 3ds Max shader rendering behave a little different from each other, so a different file has to be used:
DeltaEngineShaderMaya2011.fx . Everything else works pretty much the same way as with 3ds Max. You can set up
the shader parameters as before.
Exporting FBX files is also pretty much the same experience as with 3ds Max (see Figure 3-5 ). Even when setting
the Z up axis in the FBX export dialog, the resulting FBX file will respect the original up axis at the time the scene was
created (most likely Y up in Maya), which is something the FBX importer of your game or engine has to be aware of.
 
Search WWH ::




Custom Search