Game Editing > General Content Creation
[UDK] Blender UV problems
kat:
You just use temp textures of the same number and proportion (size doesn't matter as such) as your finals. The pictures on the previous page are simple checkers for example, you can use several of those - they have the same file name as your final assets, so "wall.tga", "beams.tga" and so on. All you then do save over those when you're done and/or re-import them into UDK.
ward:
Yeah i know that part, but do i need to copy the mesh a bunch of times and assign diffrent materials, or is there a better way? (Since, ideally the geometry only needs to be loaded once.)
By the way I didn't mention yet that the models come from sketchup 8 (exported as collada), material slots get exported too. So I just assign a diffrent color for a diffrent material in sketchup, blender imports this, and in UDK I assign the proper materials. This works pretty good for tiling materials, and when I need it for aligning I just add an image in blender. Of course I also unwrap them in blender, and further distort them to make them look older. I'll post a decent screenshot with testmaterials sometime.
kat:
Thought they might be SketchUp models ;)
Anywho, to answer your question.. if I'm understanding you correctly it depends on what you're going to do with the models. The screenie you posted previously shows 5 different versions of the same type of house so what you could do is have several sets of all five houses, one set is 'red', another 'blue', yet another 'green' and so on, that way you're at least minimising the texture over heads by using each asset repeatedly.
You could go one step further and break the models up as per what was discussed above as that would reduce overheads even more by only changing the outer texture set, so even though you had 20 or so houses in a map for each 'set', the innards would all be the same (relative to their being a set).
The alternative is to mess around with UDK's shader settings, iirc you can edit specific instances of meshes in the editor so although you could have the same model loaded a few times each one would be slightly different because of the additional node work applied to it. Ah here it is...
http://udn.epicgames.com/Three/MeshPaintReference.html - Mesh Painting (essential reading)
Also bookmark this forum on Polycount, a lot of the guys posting there are professionals using UDK/Unreal tech
ward:
Do you mean I could make one set of materials, but paintable, so I don't need to copy the models? Just to make sure I understood correctly. I already knew about vertex painting, one of my materials already is paintable :).
kat:
Depending on how complex that vertex painting can get, yes you might potentially only need one set of houses and one set of textures, you then use vertex painting to make each model look unique even though they're not. I'd do some tests first, make *one* model and fully texture material it then spam it around a test map and see how unique you can make that one item. If the results look OK then you know you're going to be OK doing that to all of them.
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