Hello Polycounters, I'm experimenting with some texturing workflows in UDK and was wondering if I could ask a couple questions as well as get your input on the following: I have my uvs for a number of objects set up the in the following format(using multi-tile textures): The closest I have come to figuring it out is using…
well, similar to maya, you'd need to set up a second texture node and offset it's coordinates. The trick to stopping the first one from displaying is on the texture's properties itself. Double click the texture itself in the content browser. There's a field you can set to WRAP, CLAMP, or REPEATEDGEPIXEL, iirc. You want…
Well, it's a much more complicated workflow to get the same visual effect as applying multiple materials...there's no visual benefit to doing it your way since you're applying things still on a per-face value and not a per-pixel (since you are using UVs to mask what texture goes where, and not a painted mask, for example).…
So I made a quick demonstration image to show you guys what I'm talking about. it looks like turning address X and Y in the texture properties fixes the wrapping of the texture, so I can access uv coordinates outside of my 0-1 space with a panning node. Angry Beaver, hopefully this makes it clearer what I was trying to do.…
http://www.polycount.com/forum/showthread.php?t=90092 You may be after that. Second thread somewhat the same (I think, didn't read it): http://www.polycount.com/forum/showthread.php?t=91942 Also the built in material function for CroppedEmissive has a setup inside of it that allows you to move and offset a material,…
1: yes, rather than try and fit them into one material, you can simply apply multiple materials to the object in maya (select faces and then apply the material to them), and then export/import again and where you normally apply the material to a mesh in UDK there will now be more slots...and each slot can have its OWN…