1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Maya-Source (workflow issues)

  • kinggambit
  • January 4, 2014 at 7:23 PM
  • kinggambit
    • January 4, 2014 at 7:23 PM
    • #1

    I only have one question in particular, so maybe this thread can be dedicated to any Maya-Source related discussion.


    So. My current project is already all blocked out (orange brush = func_detail or placeholder for prop), shown below.[Blocked Image: http://cloud-3.steampowered.com/ugc/505826535033445848/753C4278FA8A24BB5A186E4637C55937603A5C53/]


    This is my first time incorporating props-- but I'm not quite sure on the workflow between Maya and Source.


    My ideal plan was:

    1) convert all the brushes into an .obj so I could import the brushes into Maya; from there, I'd

    2) model the various props, using the brushes as a bearing for scale and placement. Lastly,

    3) I'd export those props with their respective textures to be packed into the .bsp file.


    However, all the resources online were only about "Maya to Source", not mentioning things like scale relative to the map.


    If someone is experienced, could you give some advice on how to set up workflow? I'm a complete noob at this.

  • Dmx6
    • January 4, 2014 at 8:15 PM
    • #2

    The Portal 2 Hammer have an "Export to Maya" Button. Mabye try loading the Map in this Version of Hammer and load it into Maya.

  • Squad
    • January 5, 2014 at 2:50 AM
    • #3

    There is an adjust the scaling, one of them is the same size as Hammer (1 unit = 1 inch). I've never used Maya, but I'd be suprized if a smiliar option wasn't available in Maya.

    Here are a few links I googled that could be helpful:


    hammer maya unit scale

    Maya vs. hammer grid proportions?

    And last but not least (taken from previous link, made by Hessi): Creating fitting objects for Half-Life2 with Maya

  • tomm
    • January 5, 2014 at 12:56 PM
    • #4

    exporting your brushes to *.dxf from hammer should do the job, no? It's a lot about experimenting too I guess.

  • kinggambit
    • January 6, 2014 at 2:36 AM
    • #5

    Thanks!


    I've tried the "export from hammer as dxf" method by Hessi, but like others online, I got errors in maya about translating the file (supposedly, Maya is notorious for its issues with dxf/dwg files).


    Thankfully, I found out about Nem's Crafty's Object Viewer program which will export vmf's as obj's (which was successful import into maya!) For any other fellow Maya users, you probably want to filter out anything but world geometry and copy-paste it all into a new vmf before converting it to obj; still managed to get a few issues due to tool brushes and whatnot.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™