just the apply two materials in Maya/max to the different polygons/subobjects and export/import like usual. There'll be two LODslots for materials in Unreal.
Ive seen that problem in maya before--it might only be only present with some combo of multiple materials/static meshes/UVing outside of 0/1/and FBX ...it basically tosses the UVs and creates garbage in their place. Never really investigated it since it since its so easy to avoid.
I knew you needed two texture channels before exporting from max, but the problem is that they have change it in 2013 that you need to use a modifier, it not where it originally was, so yeah, the modifier is called Material, if anyone was wondering.
Whenever I've had to do this I have applied a Multi Sub material to my model and then used the Poly-select to apply the 2 material to different parts.
Is using the Material modifier Sziada mentioned better or worse somehow?
From all the tutorials I have seen so far it's says to have 2 material channels, I haven't tried your method, but from personal experience mine works fine.
Material modifier was there before 2013. That and setting Mat ID's in Poly select mode both work.
I've never had the problem SanderDL mentioned btw. I just apply a Multi/sub object material and make sure all the sub materials have different names and it works just fine.
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is that just a max thign, i dont think i ever had that problem in maya, and i almost never have a texture applied.
Is using the Material modifier Sziada mentioned better or worse somehow?
From all the tutorials I have seen so far it's says to have 2 material channels, I haven't tried your method, but from personal experience mine works fine.
I've never had the problem SanderDL mentioned btw. I just apply a Multi/sub object material and make sure all the sub materials have different names and it works just fine.