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any quality loss exporting textures from UDK?

Hi

Are there any known quality losses from exporting texture maps from UDK? Like, does UDK compress anything it keeps in its packages? I've exported out a few maps and don't see any recognizable loss and the file size is the same as the original and also, the alpha channels are still there so it doesnt appear to have changed the original .tga at all. But, this is for a paid job and I'm just wanting to make sure its ok to do so. Will knock hours off my workflow.

Thanks again

Garth

EDIT: Also, is it the smae for meshes? will the vertex painting I did in 3dsmax remain in the .objs?

taa

Replies

  • gartht3d
    Ok, the meshes dont seem to keep their 2nd UV channel. What a diiiiiiick!!!!
  • passerby
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    passerby polycounter lvl 12
    Textures get compressed using dxt compression so udk can easily put then in your vram. So there can be some compression artifacts.

    Also why are you trying to export out meshes from udk packages? I would think if it is your assets in the package than you can just grab the source files, no?

    The reason you lost the 2nd UV set and your vertex color is because .OBJ dosnt support vertex color or multiple uvs.
  • sprunghunt
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    sprunghunt polycounter
    if you want the second UV set you need to use 'Mesh>export light map mesh' from the static mesh window. This will export the second UV as another OBJ file.
  • Hourences
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    Hourences polycounter lvl 18
    There is no difference. Textures are stored in multiple formats within the package, one of them being the original uncompressed format, thus your export is identical to the original import.

    You must export meshes as FBX, under no condition as OBJ. That saves UV2 correctly, however you will lose collision data, and many of its vertices will be unweld due to how Unreal breaks vertices dependent on things like smoothing/UVs. Meshes will also be triangulated.
  • gartht3d
    ok great thanks folks. I was in a mad rush when I opened this thread and later settled down and figured out .fbx works:P

    @ passerby

    'Also why are you trying to export out meshes from udk packages? I would think if it is your assets in the package than you can just grab the source files, no?'

    Theres over 100 foliage assets and I didnt have access to the source files at that point.

    @ Hourences
    Thanks, I trust your knowledge, you've basically taught me all I know about UDK:P

    Cheers
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