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.
(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.
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