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Posted

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.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. :(

Posted (edited)

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

Edited by Squad
Posted (edited)

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.

Edited by kinggambit

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