Good day.
I have two textures for my tree. One is a tileable bark texture and the other is my different leaf textures.
I'm confused on how I should set this up for export.
Once I combine the mesh do I need to assign a new UV set in Maya? So I have one uv set for the Bark geometry, one UV set for the Alpha cards that have my leaves on them and then a final UV set for both of them together to be used for light maps?
Am I heading down the right path here? Or should I be putting all the texture UVS together and then handling this differently in UE4 with a multi material setup?
Any help is appreciated, thanks!
Replies
Because the Bark material ID is only assigned to the BARK geometry it won't matter that my leaf texture UVS are overlapping the bark UVS because that material won't be looking for the leaf geometry because it has it's own material ID assigned.
Thanks for Verifying man. Take care.
So your Bark UVs and your leaf cards UVs are all overlapping in the same channel, correct?
When you make your subobject material, make sure you name each sub material something unique or else unreal will think it's the same material, even if settings are different!
Yeah thats right, thx for adding that info.