Here at Relic - Basically us level designers do greyboxing/layouts, scripting, encounter design, event setups, and other gameplay related stuff. Environment artists take our ugly greyblock layouts and make them perdy, do all the modeling / texturing / world building / visual stuff.
It doesn't matter what UV layout your object is using in the viewport, you set the output UV layout in, RTT under "Mapping Coordinates" this defaults to 1. So if your material and model are using UV2 or UV300, it will render to channel 1 unless you change the output channel in RTT.
This is some wonderful stuff. The UV Layouts strike me as very impressive (maybe it's just because I'm inexperienced with really good UV layouts, but how economical and precise you are with it is awe-inspiring). Already beginning to get the mood of the game just from these models! Can't wait to see more!
Ah so the robot had multiple sets of UDIM layouts? Like, the head used its own set, uncoordinated with the body's set? I would edit suggest moving each layout into different UDIM ranges, then update the materials to point to the new range. Then there will be no overlaps. If you want to merge UDIMs, then bake to a new UV.
Mark, Well that's the strange thing. My lightmap uv's don't even have a seam there - check the screenshot with the uv layouts, the lightmap layout is on the right. They ARE as contiguous as I can get them. What you said the first time seems right, I just don't understand why udk would work that way.
Over the last 4 months i've been working my ass off trying to improve. I've completely overhauled my portfolio, all new characters, new layout, less clutter, a logo and a shiny domain name. I'd like to get some more opinions on the work and layout/anything else. www.artofgiles.com
Relax doesn't work well with a rectangular layout, unfortunately. You can pin the outer verts and just relax the insides, but makes a mess sometimes. True for any rectangular layout. You can still tweak meshes though, most UVs do just fine, just have to tweak the few UVs that stretch.
The only other thing I can think of is that your UV layout is screwed up. If there is nothing inside the 0-1 renderable area then I think it won't render. Check your UV layout on channel 1, if that checks out ok, try setting RTT to automatic unwrap and see if that gets things going.
Hi, I am exporting normal maps to UDK via Xnormal and am getting really bad seams, I've searched around but can't find a solution. The UV layout is shown as is the model in maya. I have set +Y to be -Y in Xnormal which should help shouldn't it? Is it because parts of the UV layout have been rotated? I have checked they are…
Hm didnt play UT for ages but for the map you need good layout, put some top down shoots were are the weapons shields and power ups, I know when creating map good layout comes first then envorment. i did some maps for Q3,Q2 but not for UT