Here is the final results of painting onto the model. I first had to select all the faces of the sword I wanted to section out and paint onto with out muddying the rest of the model. You can do this on maya by selecting faces and doing UV planar snapshots. UV's are the model's skin in a sense. This technique lets you make sure you paint onto the skin properly on photoshop. One of the major challenges I had was honestly making this thing look good. Once I had done one pass of paintings I realized that without gradients, the model looked very flat. I had to go back in and re introduce gradients to bring out the edges of the sword and give the sword more grit. It was a bit too bright. Doesn't let the blue light emissions come out if everything is too chipper and blue. I took this color scheme from a gaming event going on right now with the Overwatch game series. Learn from professionals I say.
If I had more time I would have tried to do a big more with the chain coloring. But to be frank the z core printers don't show that much definition. Once finished, it's all about an export chain from maya to 3ds max to rhino. Rhino will retain textures for your print so as long as you save the file as a 3ds max file.