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#1 |
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Posts: 2,446
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![]() I'm trying to get a static mesh imported and be able to assign different textures to different parts of the mesh with those material listings in the SM browser. I'm using Blender and I assigned different materials to different faces in Blender and it works fine but when I import it into Unreal it only has one slot and it covers the whole mesh. Any suggestions?
My only thoughts are maybe have the one face that I want to have be a different texture to actually be a separate object in Blender but both objects end up being one mesh in Unreal. I haven't tried that yet. Thought I would ask here first. |
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#2 |
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![]() ![]() Join Date: Nov 2007
Posts: 2,446
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![]() Okay, I got it to work somehow. I was trying to use a couple of different ase exporters but they are for older versions of Blender and they don't always work so I was exporting as lwo. I finally decided to try the ase again and it worked this time. Still not sure what's going on there as I didn't make any changes to the Blender file. I just closed Blender then opened it up with the default cube and unwrapped that and the ase exporter worked on it so I opened my file without closing Blender and the ase exporter worked on it this time and I got the multiple material thing in the games SM browser.
So what I'm trying to do here is add a texture that Lagzilla made to a static mesh that I made. He made a street signs texture for Minus and had some static meshes made from it and had the signs attached to poles. I had already put in traffic lights and just wanted to attach basic signs to the traffic lights so I made my own meshes and used his textures. Thanks for that Lag, you motivated me to figure out how to get U/V mapped and textured meshes into the game. I can't tell you how happy it made me to finally do that. I could have just changed your texture to put bare metal on the back of the sign but I needed to figure out the multiple materials things for the panning of the tanks treads texture on the tank model I'm working on. Thanks again. Here's a pic of my simple little sign (that made me so happy) with part of Lag's texture applied. You can't see it but the edges and back are a different texture. ![]() |
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#3 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 44
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![]() Unrealed support only Ase files for multi-materials static-meshes imports, nice work binger
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#4 |
Getting there...
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Location: Chicago
Posts: 869
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![]() Glad to help! Nice job
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#5 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,446
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GLoups!, do you use Blender? If so what ase exporter do you use? What about you Lag? What modeling app do you use? |
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#6 |
Just Registered
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Location: France
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![]() I use max and sketchup, it take me days to understand that i have to bring order in the material browser before exporting, i guess it is the same way in Blender, also the outpout options in the ase exporter, here's one model i'm currently working on and the six materials that are going to be display in unrealed SM browser, it's a need to add somes smoothing groups for not having lighting issues when building the map afterward .
![]() Once in Ued: ![]() Last edited by GLoups!; 11-23-2016 at 05:32 AM.. |
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#7 | |
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![]() Quote:
I'm not sure what you mean about bringing order in the material browser. I'm very new to this. I know a lot of terms but I am still learning what they mean. For the sign I just did the minimum. Two materials with one texture assigned to each material and the different materials assigned to different faces on the mesh. It could maybe use some specularity but I think it's fine for now. I'll look into smoothing groups though. There is still a lot for me to learn if I want to make any assets for the game besides a simple sign. I'm making some sci-fi panels that I plan on using to learn about materials. ![]() ![]() ![]() Last edited by Binger; 11-23-2016 at 04:19 PM.. |
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#8 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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![]() I remember sketchup has a giant repository of free meshes, are they all capable of being exported to unreal? I think this is it: https://3dwarehouse.sketchup.com/
I can see massive potential of making maps using prefabs in very short periods of time, or simply importing better-looking trees than the ones provided with the game, just as an example. |
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#9 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,446
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These are unfinished, ofc. ![]() |
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#10 | |
Just Registered
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Location: France
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![]() Quote:
The terms of service for 3D Warehouse are not really understandable, but if you ask modelers directly, most of times there is no problem for them to share their works and happy that the persons asked, as long it's for non-commercial purposes (which is the case here) and you want to mention their names somewhere with your work, that's what i did for some static-meshes on syrma, however it's not as simple to find exactly what you are looking for, most of times the models are not very optimized for games, also sketchup's models are not very well textured, find several modeles which go together is not easy, there is generally lot of work to fix them unless you found the rare jewell, more, making your own models can be a contentment, of course it's possible. I played one or two years ago with google earth, one of the old version offered the possibility via somes free software, i think it's 3DRipperDX, to get the 3d buildings you want all over the world or even the terrains just next door to your home (imagine to reproduce the grand canyon in 3d model for your map), that's possible but not so easy, anyway there's somes places you can find somes free stuff, here's (tf3dm.com) a good one. |
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#11 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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![]() Ok, you've got me. How do I export from Blender to Unreal? I'm curious about trying out the models from the above sources... I also have access to Maya/3DS.
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#12 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,446
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https://code.google.com/archive/p/as...-vmc/downloads |
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#13 |
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![]() Join Date: Feb 2009
Location: New York State
Posts: 899
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![]() Thanks so much, it worked on 2.68 for a simple cabin model. However, Blender became unresponsive when I tried to export http://tf3dm.com/download-page.php?u...-outpost-59804. I think it's because it has too many faces, but I'm not sure.
Has anyone tried exporting Counter Strike (or other Source) maps and then trying to import them to UT? There's lots of good maps on there, someone even re-made a BF3 map. http://gamebanana.com/maps/192508 https://developer.valvesoftware.com/...compiling_Maps Last edited by Anonymous[Lolz]; 11-25-2016 at 01:36 PM.. |
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#14 | |
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#15 | |
Crocodile | Map-Modder
![]() Join Date: Aug 2009
Posts: 696
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![]() Quote:
The reason for splitting faces is the fact that UE2 uses vertex lighting on StaticMeshes. I could go into details why that is an important thing to keep in mind, but Hourences did a much better job at explaining it: http://www.hourences.com/tutorials-vtx-lighting/ |
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#16 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
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![]() Yeah, static mesh lighting is really bad.
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#17 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 44
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![]() Interesting but i think that's not complete, do not trust the first picture, the model here is somehow broken by the obj importer plugin in sketchup, the black lines you see there are a bug because sketchup hide the triangles, in fact the front wall has something like 71 triangles, the whole model has 4000 faces, a model like this must have 3000 faces after optimization, i'd try something like a year to fix theses lightnings issues, change the triangle orientations and layout, tesselisation etc..
In fact i found the second part of explanation on the Rachel Cordone site: Smoothing groups/www.angelmapper.com. Very easy to use, just select a group of faces and assign them a number of smoothing groups, where i spent a week on a model, The problem was settled in few minutes. There is however in somes cases more or less rarely, you can always seeing some lighting traces that deserves to be manually fix. Here's two pics from exactly the same model, one without smoothing group, the second have it. ![]() ![]() |
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