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UV map of character model in UDK help

Here there everyone, I apologize if this questions has already been asked before, but I had trouble finding the answer and I could use the help. I am a beginner and I am having trouble getting started.

So, my brother made a model in blender 3d 2.55 beta. Then he made a UV map of one of the characters boots. I just made a quick texture over the UV map and then I tried to get it in the UDK editor. I managed to find a tutorial on how to import the texture and the model in the UDK.

The problem is that the tutorial has me set up a material for the texture and it selects "TextureSample". The tutorial then drags the character into the 3d space given and then the guy drags the material over the person's body.

Dragging the material works, however I stated before that the texture is only for the boots of the model. So, when it's dragged in the material covers the entire character and that's not good, heh.

So, how do we apply UV maps correctly to specific parts of a character model in UDK? Also, does my bro need to do something else in blender to set up the UV map? We just imported the .ase for the character model and the .tga for the texture. Thank you.

Replies

  • Tyrone70
    you'll need to give the boots a separate material ID then apply it manually in the mesh viewer. Any particular reason you're giving the entire boot it's own texture though?
  • fac7orx
    Tyrone70 wrote: »
    you'll need to give the boots a separate material ID then apply it manually in the mesh viewer. Any particular reason you're giving the entire boot it's own texture though?

    I just wanted to start by saying thank you for replying. I have posted in other forums such as the official udk and blender forum and I haven't gotten a single reply. So, thank you so much for responding and taking the time to try and help me out. :)

    I have textured for a few games like resident evil 4, which had certain parts of the model split up into different textures. Perhaps the boots are a bit much like you maybe suggesting. Maybe I will combine it with the pants/ hip. However, I would still like to achieve the separate texture method. This method may also come in handy with other assets. The reason I am having difficulty is because this is the first time I am using a model made from the ground up on our own. In addition, I am also new to the UDK.

    Going back to what you said about how to accomplish this, I would go into the mesh editor in UDK or in blender? I apologize, but I am a bit confused as to which program you are referring to as my bro handles the blender stuff, but he is a beginner as well. Thanks again for reply hopefully we can get this sorted out.
  • Tyrone70
    I don't know how it's handled in Blender, but try this:
    http://www.3dbuzz.com/vbforum/showthread.php?170032-Multi-Sub-object-equivalent-in-Blender
    Then, look at this page, specifically the "Properties Pane" section:
    http://udn.epicgames.com/Three/StaticMeshEditorUserGuide.html#LODs
  • fac7orx
    I separated the hands and head from the body, assigned them each their own material and UV maps. But, no matter how I configure it, the UDK only shows one LOD to edit textures with (element 0). I'm really at a loss as to how to go about addressing this issue. I could still some help on the matter, but thank you for the reply it did help a bit.
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