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    Using UV map in material editor

    How do I use UV mapping in the Material Editor?

    #2
    what do you mean use uv mapping? Give more details please.

    -EJon

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      #3
      Waiting for SavageDogg's response as I am interested in "answer".

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        #4
        correct me if im wrong, but you DONT.
        you do the uv mapping in another aplication and save it with the file that you export for instance with "actor x" in Alias Maya.

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          #5
          If he meant UV mapping models using the engine, then you are correct
          I just didn't understand what he meant by it. UnrealED is not a modeling program, therefore you can't uv map in it. Checkout Maya or 3ds Max if you want to UV map a model and put it into the editor.

          -EJon

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            #6
            Originally posted by EpicJon View Post
            Checkout Maya or 3ds Max if you want to UV map a model and put it into the editor.

            -EJon
            I won't try to speak for him, but both of us are using Blender. We are also communicating with each other on how to get stuff from there into the editor. I am still confused on what he wants, but what I would like to know is more specific to Blender (importing a texture into it so I can position and scale it on the UV map.

            From what I know, once your UV map is created in the modeling program, you can't change it once you get it into the editor. You can use the material editor to scale and move the texture, among other things.

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              #7
              When you create a uv map you save the map as an image file. Png, JPEG, etc. You then open the uv in your preferred image editing software. I use photoshop. Once you make the texture on the uv, you save the uv. In maya you apply a material to the object you want and then select the option to use a texture from a file - open the uv and bam there's your textured object. I don't know how blender handles materials but it should e similar to that. Once your done you export the model. Import the model and texture into a custom package in unrealed, then make a material from the texture. Apply the material to the model. Is that what you were asking about? Hope that helps.



              -EJon

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                #8
                Originally posted by EpicJon View Post
                Is that what you were asking about? Hope that helps.
                I appreciate the response, but I have already learned this much (I can do these things on a basic level). I think my questions are specific to Blender and while I know it can be done, I just don't know how yet.

                Though let me ask this... In maya, if you wanted to use a stock material from the game (after you have exported it), would you try to to align and scale that texture to the UV coordinates directly in Maya or PS?

                I like how easy the Surface Properties window is in the editor and need to find how how to accomplish the same basic functions (scaling and alignments).

                As for Savage's question, only time will tell.

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                  #9
                  You'd do it in photoshop. Let me see if I understand what your saying - you have a uv map and you want to import a texture into blender to scale on the uv map?


                  -EJon

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                    #10
                    Originally posted by EpicJon View Post
                    You'd do it in photoshop. Let me see if I understand what your saying - you have a uv map and you want to import a texture into blender to scale on the uv map?
                    Yes, a UV map (or is it called something else, like UV coordinates?) has been created on the static mesh and is exported as a image file. I would like to know how people would take a base type texture and scale/position it on the static mesh. Much in the way you do for BSP (since I am know how to do that )

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                      #11
                      I don't think you can import it into blender and scale it. Although I could be wrong. The best way I suggest is exporting your uv map as an image file and pasting the textures on there. That way you can scale it and position it on whatever parts you want, then save it and apply it to an object. Is it just 1 base texture your trying to apply to a model?


                      -EJon

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                        #12
                        Originally posted by EpicJon View Post
                        I don't think you can import it into blender and scale it. Although I could be wrong. The best way I suggest is exporting your uv map as an image file and pasting the textures on there. That way you can scale it and position it on whatever parts you want, then save it and apply it to an object. Is it just 1 base texture your trying to apply to a model?
                        I get how people can make their own UV map with custom textures on it in an external graphics program. But that requires more advanced skills of creating textures.

                        To get started, I want to learn how to create basic meshes using stock "base" materials. So how do you scale the material on the UV map with out changing the stock material.

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                          #13
                          In order to do that you would apply a basic material ( checkered one if blender has it ) and change the scale from there, then when you export it into unrealed and apply a material, it will be scaled to the same size as the checkered map. I'm on my mobile right now, but tomorrow I'll post some pictures to help you out.


                          -EJon

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                            #14
                            Originally posted by EpicJon View Post
                            In order to do that you would apply a basic material ( checkered one if blender has it ) and change the scale from there, then when you export it into unrealed and apply a material, it will be scaled to the same size as the checkered map. I'm on my mobile right now, but tomorrow I'll post some pictures to help you out.
                            You browse the forums on your mobile/cell phone? or a laptop? Anything to get me searching for the right stuff would help.

                            Thanks...

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                              #15
                              If you're talking about using tileable materials, allow the unwrapped UVs to extend beyond the 0-1 UV space. The larger you make the unwrapped elements, the more tiling you'll get on the surface.

                              However, this does then require a second UV channel that does stay within the 0-1 space to use for the lightmap.

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