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Using multiple UV maps in UDK and 3dsMax

I'm going to ask a really noobi questions here.

I've built a Robot with a screen for a face. I wanted to have the screen on a separate UV channel.

But UDK keeps pushing in the UV isles that were put outside the bounds in Max and putting them all over.

So the question is. Can i only have one UV isle in a channel and the rest in the another?

I've been looking everywhere for answers, but not quite finding any good ones.

Replies

  • m4dcow
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    m4dcow interpolator
    Since the part that is going to be a screen will be a seperate material, there is no need to have it in it's own UV channel. You just map out the body where it should go, and then the face/screen where it should go into the 1st UV channel, and then do the lightmap UVs as usual and you won't have any complaints.

    You don't have to worry about the screen and the body parts overlapping, because they will use different materials.

    As for the question of having 1 or a partial UV set in UDk, I have tried this, but weird things have happened to the unmapped parts and I just ended up mapping them anyway.

    UDK will also default the lightmap to the 2nd UV channel UV1 (1st channel being UV0), so if you have an irregular setup you have to go and change the staticmesh properties.
  • AslanTech
    Thanks for the replay. The whole idea of having a separate UV set for the screen is to make it easier to control what is being shown on it and decide how much resolution it needs.

    The solution in this case is to make the screen a separate object and append it to the rig that is going to animate the robot. Which should solve the problem. all I need to do now is to figure out a way import them correctly into UDK.
  • m4dcow
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    m4dcow interpolator
    You don't need it to be a separate object, you can use a multi-sub material.
  • AslanTech
    I didn't know i could use the multi-sub material in max to apply multiple materials in UDK, thanks for the tip.
  • AslanTech
    while it works fine in the model viewer, having it in a scene causes some artifacts and UDK complains about overlapping UVs after rebuilding the lighting.
    i'm not sure how to go about this.
  • sprunghunt
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    sprunghunt polycounter
    AslanTech wrote: »
    while it works fine in the model viewer, having it in a scene causes some artifacts and UDK complains about overlapping UVs after rebuilding the lighting.
    i'm not sure how to go about this.

    You will need a separate uv channel for a light map. Without overlapping Uvs.
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