Hi all ok so while working on my level i came across another question in head.
I have several emmit map information on my texture, so im confused which way to go with.
1. have multiple copies of same mesh in 3ds max with unique UV specific to each emmit texture location.
OR
2. Simple copy the mesh in UDK and make Material constan for that specific mesh and change the light (emmit) color.
I am sure with modern hardware having 3 4 material copies in UDK wont be a issue. (correct if wrong )
.
I feel method one will consume more time and eat package space for only one reason lol, having unique UV for emmit light.
Any suggestion guys / girls
Replies
when i mentioned i was thinking he would just do colour fill with the mesh paint tool in UDK, and use the vertex colour node exactly how you want to use the vector 3 paramater.
the advantage being you can change the emmsive colour per mesh, without creating extra material instances.