What I have is a car skeletal mesh and I want to add decals on it like flames, stripes, etc. Now I want these decals to be used among several different cars and recreating them for each vehicle would take up a large amount of harddisk.
So what I want to do is create a new uv layout for every decal like you can do in max.
So what I'm trying to do is exactly like what this guy did with his.
http://zivcg.com/popups/shadingtut/5.html
My question is, how big or small of a performance issue would a car have with a large number of uv layouts. Or is there a limit a mesh can have in udk.
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However, I may be wrong about the draw calls. If somehow it all pulls from the same material, I think that'd still just be 1 draw call even though you have 4 UV layouts.
It's the limit with the last b
The first UV is going to be the normal map which is symmetrical.
The second UV is for the diffuse, for cars that have custom paint jobs* (sponsor stickers, logos, etc)
The third UV is for decals. Such as flames on the side of the car, or strips. These will be located on a 2048^2 texture with 64 decals on them that have enough space for 256^2.
*On an unrelated note is it possible for a player to import his custom paint job to use in game? Is it possible for udk to recognize something not in a .upk file?
Last I knew UDK didn't do on the fly external asset loading.