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Blender to UDK - Only one material active

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    Blender to UDK - Only one material active

    Hi guys
    Can anyone help me? I have following problem:
    I'm trying to export my mesh (static mesh) into the UDK but everytime I export my mesh with collision model, I got it with all 11 slots for materials (not applyed yet) and when I apply just only first material, it applyes to whole mesh even when the rest of them are empty slots.


    When I export my mesh without any collision model it goes well.


    I'm not a beginner so I tried many tricks and I found out that it works when I delete existing UV channel and create new one but this means texturing the whole model and thus all buildings I have created (whole city)!

    Is there any other way I can manage this? Please help.

    Here is link to the model:
    http://www.4shared.com/file/23932478...House0301.html

    #2
    I don't think thant's its posible to have multi materials. You should try UV mapping your mesh

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      #3
      Originally posted by fladur View Post
      I don't think thant's its posible to have multi materials. You should try UV mapping your mesh
      Multiple materials has always been possible in UE3.

      Comment


        #4
        I take it you've tried manually telling it which materials to apply in each channel? Does it simply ignore what you tell it? It should import with multiple material channels, but then you have to tell it which mat goes on which channel in the static mesh editor. Just making sure it's not something as simple as that

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          #5
          I think it's not that simple. I actually apply materials manually to each channel but the problem is that I can apply all 11 materials to my mesh (in static mesh editor) but only the first channel is actually applyed. I mean... first channel applyes material to whole mesh and the rest is ignored.

          Comment


            #6
            Man, I have the same problem! I did add like 6 materials to a blender model that I uv mapped out, but I did it by accident!

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