HI just started more in depth with making some of my own models and painting which brought me to UVW mapping/unwrapping. I believe within the UDK(static mesh editor) it states that objects should use channel 1 for the UV's for optimum lighting results. What is the difference between Channel 0 and 1. Does the channel 0 import in as a default map no matter even if I optimized a channel for use with channel 1? Also I see there are channels 3 and 4. One of the domes in UDK use 4 UV channels what are the other channels used for? Separate parts of the dome maybe layered parts? What are some common uses and benefits for using 4 UV channels...Are 4 UV channels, basically only used on domes??
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Uvw unwrapping channels
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Typically you've got UV channel 0 which is for your regular textures, your material. Then you would have UV channel 1 which would be for your lightmap UV's. Main difference between the two is that the lightmap UV's have to fit in the 1x1 space and there can't be any overlapping/inverted faces.
You can use other UV channels if you want to add different mapping for your textures within a material. As an example, say you've got some type of hologram character with a regular texture, you might have an additional UV channel where you can drop a panner texture so that it makes it look like the hologram has a light beam going down.
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K thx that helps. I just started with a simple box and mapped with channel 1. Everything good so far except a couple minor mistakes. I imported the box into the UDK but had to use their channel optimizer to produce a channel 1 for me because I didn't export, render or bake the UVW channel unwrap properly that I made with it?? Material on the box was fine though lol
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