Alright, so im trying to make my first real environment. Basically its a hallway intersection of an abandoned office building (heavily based on the "vacant" map from COD: 4. These first renders were not done in UDK, they are simply what i have so far texture wise and rendered to show off the progress until i get it into UDk.
The main thing blocking me is, how do i UV map a building to match this texture while still keeping the texture tiled how it is?
Heres what i have so far, i wont have any UDK renders until the problem above is solved.
Replies
Be sure to go to the UDK documentation site to see how to do this. I could tell you here, but there is a treasure trove of information out there if you just look on that site.
www.udk.com and at the top is a link to documentation.
I would seriously just do what Mike suggested, you could whip this up in UDK with brushes in five minutes. No problems with seams, lighting, UVs or anything. Seperate the textures and use the surface properties to set the offsets and tiling. I would make the window grating a mesh though, personally.
Renders look pretty but two Suns??
When I work in in UDK, I typically export pieces of the environment and do my best to snap them together. So in this case, I'd have 1 texture sheet (above) and have it shared between 4 pieces. It allows for easy reuse.
You might also be able to stack them but I don't know exactly how that'd work. I suppose if you uv'd every face and scaled them appropriately in your 3D app you could stack the face sections of the single building on the appropriate texture. You'd probably have to test that though.
Good luck!