How do I use UV mapping in the Material Editor?
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Using UV map in material editor
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Originally posted by EpicJon View PostCheckout Maya or 3ds Max if you want to UV map a model and put it into the editor.
-EJon
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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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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Originally posted by EpicJon View PostIs that what you were asking about? Hope that helps.
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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Originally posted by EpicJon View PostYou'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?)
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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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Originally posted by EpicJon View PostI 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?
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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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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Originally posted by EpicJon View PostIn 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.Anything to get me searching for the right stuff would help.
Thanks...
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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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