Could anyone give me the correct procedure in doing this technique Maya that is very simple to do in 3dsmax.
If anyone uses the same software, I’m sure you know what Multi/Sub-object texturing in 3dsmax is. I’m trying to do the same in maya but I’m having difficulties in producing a similar result.
Multi/Sub-object texturing is equivalent to Multitexturing in Maya (my understandng). However it’s somewhat explained like it’s a Composite (3dsmax) texturing in the Maya manuals not Muti/Sub-object.
In maya, I want my polycube to have different textures in all 6 polygon faces but with a single material shader (ex. Lambert). The way it is explained in the manual is hard to relate with since it’s a flat polymesh that they used not a 3d object; it’s like a layered texturing actually wherein layers are mixed with other layers.
It’s supposed to be UV-centric mapping but eventhough I have independently projected UV mapping in all faces, it won’t show up correctly in software rendering. Some layers are missing and I’ve played with different blending methods.
Correct me but I understand that Multitextuing in Maya is actually Layered or composite texturing (in one mapping direction) not the multi-texturing that actually textures different polyfaces in different projections. I can put different textures in different polyfaces but those textures have their own shaders attached to them and this is not what I wanted.
This is somewhat a very long explaination but I need that detail to help those who knows what exactly my problem is.
Thanks.

