A lot of tutorials I've watched show an object being given a multi/sub-object and giving parts of the model its own textures. Yet it would seem like the best option would be to unwrap the whole thing and texture each piece in the 0-1 UV space. I've only ever used a multi/sub-object on a tree where I had two materials, bark…
So multi/sub-objects allow you to export multiple materials as one material? You still have to import the textures in UDK, but this groups everything in one file of sorts? I'm not understanding how you apply a multi/sub-object material to an object you've already unwrapped and textured? For instance, I just watched a…
When using multiple matIDs, your UVing and texturing process remains the same. If you're going to give an asset a unique texture, unwrap it in the 0:1 space. If you're unwrapping for a tileable texture, unwrap it so it goes with you're tileable texture. If you're unwrapping with a semi-unique/tileable texture, unwrap it…
Multi-Sub object or Multiple Material IDs have benefits and drawbacks. Things like tress are the best reason why you would use multiple IDs. Depending on other circumstances, multi-ID may be a better course to go for modular workflow. For example, maybe you design multiple texture pages with the same layout, therefore…
I'm pretty sure I understand things now. I just put to practice what you said about tillable textures and their unwrap. I feel like an idiot haha. For some reason I didn't think Unreal would remember how I set the UV's for a tiling texture. Silly me haha. I can see how a multi/sub-object works now. I think the whole draw…