There are several different ways to make your models wireframed in Maya. There is no right or wrong way and there is no build-in method of doing it. The way we are goanna do this is by “baking” a UV-set from our model and attach it to the model again so the wires on the UV-set is making the wire on the model. This is a very fast and easy way of making wireframe…
Description
Wireframe polygon or subdiv models in Maya so it will show on render.
Author : Fixion
Date : 9. November - 2003
From : Wouz Production ( www.wouz.dk )
1. Select your model(s) and depending on the type (polygon or subdiv) go to
Edit Polygon->Texure->Automatic Mapping
or Subdiv Surfaces->Texture->Automatic Mapping 
.
2. In the Options window go to Edit->Reset settings, then select 12 Planes and set Optimized to Less Distortion. Set Space Present to 256 Map. Press Project.

3. In the UV Texture Editor (MEL command: TextureViewWindow;) you will se the result of the Automatic Mapping. Go to either Polygons or Subdivs in the menu and select UV Snapshot. Press reset in the UV Snapshot window. Choose a path to where you want to put your Snapshot/wireframe map. Select a pixel size that fits you (normally I go as high as 1024x1024 pixels). Deselect Anit-alias Lines for harder edges and choose Targa* as your Image Format. Press OK.

4. Open the hypershade (Mel command: HypershadeWindow;) and create a Lambert Material. Double-click it in the hypershade and click the Checker icon in for the color attribute. Choose File in the Create Render Node, this will attach a file node for your UV snapshot to be placed. In the Image Name option browse for your UV Snapshot.
5. Maya already have chosen your UV snapshot in the Transparency attribute of the lambert, if not attach it your self (The same way as step 4.). Drag-Drop the Lambert material onto your model to view the results of your UV snapshot file. There you have it, Wireframe model ready to render. If you are not satisfied with the wireframe quality follow the next steps improve it.

6. Open the UV snapshot in your favourite 2D program and make the UV edge wider. In Adobe Photoshop use a blending options with white stroke enabled to a 1px size. Save the file and reload it in Maya. Remember it still have to be 32bit TGA*.
The final render will be as followed:

*TGA/TARGA is a 32bit image file format. The last 8 bit from 24- to 32 bit is used for alpha channels so it is possible to make transparent elements of the image. In your case the image around the wire will be transparent.
- 13.12.2006. 22:36 | Author: Cesboa
Comments
senne - 18.09.2007. 16:37
what programe do you need?
Steve - 29.04.2007. 20:10
You assume I know where everything is, I appreciate that you wrote this out to help but I got lost several times.
Had to use another alternative in the end, which was a real shame
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