I've got a character with 8 material ID in 3ds max and they all have the same multi/sub material applied to them before export. When I get into UDK all I have is 6 ID.
I decided to export 2 objects (guns) as a separate .fbx to solve the mat ID but I still get the same problem.
I made sure both guns have different mat ID and they have a multi/sub mat applied on both but once I get in UDK, there's only one element I can assign a mat to....
Make sure that in Max the order of materials in the sub object mat is not changed. So it must be 1 2 3 4 etc, and not 1 4 3 2 etc. as Unreal won't handle that well.
Go over all names in Max, make sure the names of maps and slots are unique. If duplicate maps and materials between materials in Max they can end up having the same name, and this will confuse Unreal. For example Map #454 could exist twice. So verify the names.
Unreal may strip material slots not actually used on the mesh these days.
Weird...I've been able to import objects with like 13 materials before... but that was Maya, not max. the key thing in that case was to make sure each material had a unique name AND a unique TEXTURE applied. It would ignore simple lambert shaders applied if they had no diffuse texture.
I have always done it without using any textures in max, just different colored materials. I'll test the texture thing later since I'm on another project right now.
Great! It works now. The problem was that 2 of the materials had the same name. I can comfirm that you don't need to add different textures to make it work.
Replies
I made sure both guns have different mat ID and they have a multi/sub mat applied on both but once I get in UDK, there's only one element I can assign a mat to....
Any idea why?
Go over all names in Max, make sure the names of maps and slots are unique. If duplicate maps and materials between materials in Max they can end up having the same name, and this will confuse Unreal. For example Map #454 could exist twice. So verify the names.
Unreal may strip material slots not actually used on the mesh these days.
Thanks.
Thanks for all the help!