Game Editing > General Content Creation

[UDK] Blender UV problems

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kat:
Yes that's the one, works with 2.49b despite the filename. And yes, make sure you 'apply' the modifier before export otherwise it'll be ignored (iirc). Do a test export first and assign the modifier just to make sure it's working, if it imports properly (you should see the facets associated with the smooth groups) go back and set the smoothing up as per what you want (using 'sharp' edge marking) on the mesh if it the mesh.

ward:
I tried that script, and from what I see in UDK with UV overlay it seesms to have screwed up one of my 2 UV layers, in UDK it's layer 1 (0 and 1 being used). However, the layer order seems to be inverted relative to the layer order in blender (or it scaled down my UV map for my materials, which of course is out of bounds, since i use tiling materials).

kat:
OK, remove UV2 and re-export, you need to make sure that smoothing is being exported prooperly first... if that works then you know for definate there's an issue using a second UV layer. If that's the case then it means trying to figure out a way around that issue; doesn't UDK have the ability to generate a lgithmap UV layer on models? If it does it might be worth ditching UV2 in Blender and using UDK for that.

Just thinking about it actually, it may be because you're mixing UV map types so trying to use both on the same mesh may cause a problem regardless as to what you do to the mesh UV to fix it, it's probably always going to automatically re-map UV1 to match UV2 (within bounds that is).

ward:
UDK can repack UV's into a channel of your choice, maybe that's good enough to create a lightmap from the material UV's, i'll try that (after exporting with just one UV layer containing my material UV's) and post my results, thanks again.

ward:
I just tried and the problem remains the same, UDK seems to rescale my UV map. Also there are no material slots exported with the script, everything is one single material.

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