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How to size materials for imported .fbx, .3ds etc. files?

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    How to size materials for imported .fbx, .3ds etc. files?

    Issue: I am not able to set a size of a material to a face of a static mesh which was modelled outside UDK.
    (Normally This would be working when you are going to use the UDK-BrushBuilder.
    Pressing F5 after selected a face, you would get to the the operations for sizing your material up or down on both axis)

    What I am able to: I am only able to create a texture which is fitting with the UV layout and get it on some of the UVLayers.
    (When you double-click the imported static mesh you will be able to do so)

    But in my case a picture this would be very bad, because of three reasons.

    Link to my mesh: http://imgur.com/Bv0TSlF

    1.Reason: The mesh which i want to import is a skyscraperlike building.
    If I would now add a texture to the UV-channel, than this imported texture would be bigger than 8192x8192 pixels,
    also creating a unique UV-Texture for this building would cost too much time and effort for only creating one mesh texture,
    which is fitting to the UV-Layout of the building.

    2.Reason: I created the mesh in google scetchup (freeware version),
    this software is just the very best I could find when it comes to comfortable usage in measurements and house-modelling
    in contrast to the UDK-BrushBuilder.
    From my point of view the UDK-BrushBuilder isn't near the comfortability of scetchup or any other software, like Blender, Maya, 3dsMax .

    3.Reason: Editing a skyscraper mesh in UDK is possible but when it comes to a more detailed building with rooms,
    stairs and ofcourse windows, the UDK-BrushBuilder isn't enough to work with because there aren't so many tools which are usually enhancing the time of creation.

    (Please correct me if I am wrong)

    Question: Is there a way to add a material to seperate faces of the building, without remakeing it in UDK.
    I want to get these properties.
    Link: http://imgur.com/gYiauHb
    If it is not possible to do so, could you suggest me a better way how to implement a building like mine?

    Nice regards from Ernestas, saying THANKS in forward.

    #2
    You can tile a texture on a static mesh by making use of the TextureCoordinate-Node inside its material. There you can set the parameters for horizontal and vertical tiling. Just plug in the Node in the UV of your texture sample.

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      #3
      Sorry, I forgot to say that I already know this but it isn't a real solution for a good workflow when it comes to adding materials to meshes. What is your suggestion where to create skyscrapers with rooms and windows either, in UDK or outside UDK?

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        #4
        Tiling is perfectly acceptable and is the same kind of workflow they would use in film, visualisation and such - the issue is your workflow outside of UDK and inside your 3d program. Break the structure down into real world materials and build a discrete material for each that can tile happily, and apply it to the relevant sections of the mesh. You don't need a unique pixel for every part of the visible geometry.

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          #5
          Yes, it is the workflow inside scetchup, i wasn't knowing that it is possible to scale the materials inside scetchup and that the scales of them would be safed in the exported model.

          http://imgur.com/OBqBmIZ

          I am now able to preview the size of the materials in scetchup.
          Thanks for the replies !

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