Need help for a MultpleCoordinations map connection in the MaterialEditor.
As you see in the image, i got a complet mesh character with two UV coordinations. ( 1,1 and 1,2 ) but i'm a bit confuse about the connection that i have to do...
Need help for a MultpleCoordinations map connection in the MaterialEditor.
As you see in the image, i got a complet mesh character with two UV coordinations. ( 1,1 and 1,2 ) but i'm a bit confuse about the connection that i have to do...

In the TexCoord, there is a field which asks which Coordinate Index you want to use.
mmm i tried but it's still giving me the same problem...
the 2nd UV is on the 1st coordinate index or the 2nd?
and what about the expression used to connecte in the input of the diffuse? Multiply or the Add Expression?
i just check the UDN Expression Index and it's telling me that the Coordinate Index represent the UV Channel...
but in my case it's not a UV Channel. my UVs are on the same channel (0), but only on different coordination point....
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So in maya do you have two different materials on your mesh? If you do, you don't add them together like this in one material. You need to make 2 separate materials in UDK.
Last edited by JessieG; 06-10-2012 at 08:59 PM.
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God smoked a joint for the first time then realized that his name spell in backwards means "Dog" then laughed for 1000 millions years.
This is what I do for you
You can overlap UVs as much as you like for the textures. You can't overlap them in the second UV channel for the lightmaps.
Moving UVs over to the right isn't putting them in a separate UV channel. Textures repeat outside of the 0-1, so the way you have the UVs laid out means the same texture will show up on both the UVs inside the 0-1 and the UVs outside the 0-1. Just use two different materials on each set of UVs in Maya, import that to UDK, and you'll have two slots for materials.
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http://www.gildor.org/smf/index.php/....html#msg11356 ... LIKE A BOSS!
Agh, the "UV2" label tricked me, good to know though!
tanx for the reply guys!
but i'm still having some issue on the suject.... so i took my mesh in maya and copy the current UVSet into a new one. I deleted the the UV tiles that are not into the 1 to 1 spaces and this is what i get:
then i exported my mesh into a .ase file (with the ActorX plugin for Maya)
Here's my *new problem: (the mesh is showing artifacts where the uvs are in the second set) whether it's a ASE or a FBX format... the two are giving my the same probleme;
.... any idea?
and by the way, it's not a normal problem. i restarted the Edges with the Set to Faces Tool in Maya. i even Soften the Edges a second time just to be sure...
Did you add your material to it yet?
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yup, i added the material into it but the 2nd UVSet seem brighter... i even changed the lightmap index to 2 (in the mesh editor)... but it's giving me the same result![]()
Can you post a screen shot of the material setup?
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yes, here you go... i even tried different methode but without any result
personally. i don't think it's a problem of the Material input.... here's why:
if you look closely; it's always a problem of where i put my second UVSet.
In the last methode, i used two different material, it's working but i'dont want to create two seperate material in the editor.
I still want to find an answer for the differents UVSet. It's bothering me![]()
i even tried to create another mesh and it's still giving me the same error
![]()
so, any idea? or i just move on with the problem and link different material into the mesh? :\
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