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3Ds Max UV Channels messing up in UDK

As the title says my UV channels are messing up. It might be something simple that I am missing but basically I have created a building consisting of 4 UV channels

0 - Main Building Walls/Exterior Diffuse
1 - Interior
2 - Translucent Objects (Windows, as they were a pain to mask out without other problems on the main diffuse map)
3 - Light Map


So this is what it looks like in 3Ds Max, and how it should look (the interior walls are only different colours so I could test it in UDK). Everything is unwrapped perfectly with no UVs going outside of the given area. Each unwrap is also attached to a multi-sub that allows the channels to appear in UDK, with their correct IDs set also.

Now if I switch map channels back to 1 on each texture in the 3Ds Max multi-sub, it shows up how it does in UDK. Ive tried changing them to their normal states (1, 2 and 3) and then reimporting but it still shows up the same in UDK.

From this you can see the difference in UDK, the whole interior is now just blue and the windows are missing half the detail.

Any ideas?

uvproblem3.jpg


uvproblem2.jpg




uvproblem.jpg

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