How many different material ID's can you have on a single static mesh in UDK?
I'm having some difficulty when I import this mesh with 8 different materials... the material ID groups get all mismatched and shit when I import.
Any suggestions? I haven't used UDK in like 3 years so I'm hella rusty.
Replies
When the order of the materials applied to the mesh is important, you can specify a particular order by using a special naming convention for the materials. By default, the materials will be created in Unreal Edtior randomly so there is no guarantee as to what order the materials will be. This can be a problem, for example, when dealing with characters when your character system relies on the body material being the first material, the head material being the second materials, etc.
Unreal uses the skin_** naming convention to specify ordering for materials. This can be the entirety of the name of the material or appended onto the existing name of the material. It just has to be found within the name of the material.
So, if you have two materials that need to be ordered consistently, you might have them named:
- M_ExampleMesh_skin_00
- M_ExampleMesh_skin_01
http://udn.epicgames.com/Three/FBXMaterialPipeline.htmlgood luck
I ended up re-constructing my multi-sub material from scratch and re-exporting and it fixed it. I guess I ahd been swapping around mats inside max for so long and between other mutli subs that is corrupted the material. Sloppy on my part i know
Managed to fix it though
cheers
ADM
here's what i intended to reply to your post with:
Right. At work I would never have that many materials on a single object, but in this case it was just for a single high rez portfolio shot and i wanted to get it in to the engine as quick and dirty as possible - hence the jacked up/corrupted material ID problem I was having.
When constructing the scene I duplicated, copied, and created from scratch over 300 individual sub ojects and just never cleaned up the scene... huge mistake LOL but I originally had no intentions of taking it out of max.
In the end it's turned out quite nice and it'll look good in the folio. Good lookin out though.
It's really dependent of how unique object is. IF this will show up in scene once or twice you can even add 16 sub-materials. Won't have any big impact on performance anyway.
Sometimes can be even faster than assembling entire object from modules.
Really depends on use-case.
ok sorry man