Game Editing > General Content Creation
[UDK] Blender UV problems
ward:
I'll try with some images, thanks, I'll let you know if that helped in a bit, didn't think of trying that, I assumed it didn't mather.
kat:
Yeah it's a 'myth' that seems to persist in the UDK community for some reason; I know the tools can import 'blank' meshes, but that ability wasn't implemented or intended to be used as a legitimate step in the production process like that. There are no shortcuts to properly optimised and set-up meshes in other words.
An additional but incidental point you might want to look into is how you've done your UVW map, it's particularly important because of your wanting to use tiled textures. Right now what you have is this;
The problem here is that you've got UVW map sections pointing all over the place so if you assume for the sake of argument that you use a tiling 'wood' texture, it means the grain of the wood will also be all over the place. So... what you should ideally be doing is something similar to the following.. map each section based on *material usage* so all object that use the same material are pretty much (certainly as much as is possible) mapped to the same texture image. You ideally need to reconnect a lot of those smaller UVW islands back into larger segments, there are technical reasons for it but suffice to say here it makes your job as an artists easier come time to texture the mesh.
An Additional point as well is that if you UVW map similar to the above, you may then be able to bake ambient occlusion per-texture, per-group.
ward:
Is it a must to puzzle the islands back together? Faster to project from view those parts then I guess.
kat:
In a word "yes", it's quite easy to do using UVW "Seams". Read this tutorial (for 2.49 and/or below)
Those technical reasons I alluded to previously are important to be aware off, essentially when you're making something you need to make it as easy and quick as possible for the game to do what it's trying to, UVW maps are interpreted by an engine the same/similar way to a mesh, so when it looks at a UVW like the one you originally did its having to work harder to read what's there.
Think of it in a literal sense.. look at the two images below. You can immediately see the difference between the two, the original being quite 'chaotic' because of the mapping - your eyes 'dance' all over the place as you try to make sense of what you're seeing, right? A game engine would pretty much do the same thing when looking at that mesh so it's always best to unify and simplify, the bottom image.
ward:
Thanks, the ASE script keeps giving me trouble though, I cannot get it to create material slots, but it also has these dark spots... I Guess it's just because not everything is rotated the same way, doing this by hand (basically fixing what smart projections ruined, it rotates the crap out of UV islands), or projecting them from view is going to take so much time that I guess I should just forget about it. Thanks anyway.
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