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3ds max UV channels, ID, whatever

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JSArts null
Hey guys, so recently  I faced a problem with how to use many separated textures  for a single geometry ( like having multiple UV ID's or channels ( I really dont remember what exactly - didnt work with this thing in max for a while ) so essentially I have some UV parts on its own UV islands on different channels  ( or ID, whatever ). So how do I actually have to do it?

Please help. and tell if its OK to use such way for textures ( if I import model in engine for example ) ( I'm really embarrased to ask, seems like a basic thing, but I seriously dont remember what  to do, so help, guys ) 

thanks 

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  • Eric Chadwick
    For game models there are a few different methods for arranging your uvs and textures.

    Atlas http://wiki.polycount.com/wiki/Texture_atlas

    Channel Packing http://wiki.polycount.com/wiki/ChannelPacking

    Material IDs (look it up in the Max help)

    All three of these can be used independently, or they can be mixed and matched together.


  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    The easiest way is to create a multi-sub material. Create your different mats inside the multi-sub slots then just assign mat id's on your mesh accordingly. In the uv editor you can filter mat id's so you don't get confused by overlapping uvs from different mats. When you export the mesh to game engine such as UE4 it automaticaly should have as many material slots as you have assigned mats inside max via mat id's.
    Be aware that using multiple mats on one mesh creates extra draw calls so don't overdo it. Split up your mesh if its getting too wild and try to assign less mat id's to your lod models.
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