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Import composite into UDK
Hector Sidoine
#1 Posted : Thursday, June 30, 2011 11:05:14 AM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting
Joined: 4/20/2011(UTC)
Posts: 1
Location: Bellevue

Hello everyone

how do you import Composite materials into UDK so I can see it.

Thanks

Kelly Shipman
#2 Posted : Friday, July 01, 2011 8:54:35 AM(UTC)
Rank: Moderator

Groups: 3D Modeling, Digital Painting, Online 3D Modeling, Moderator
Joined: 3/29/2011(UTC)
Posts: 60
Location: Kirkland

well, that really depends on how you set up the material in Max.

 

If you are talkinag about a material where you have two textures, with an alpha mask to blend them together, this is basically what  you'll want:

you'll connect your two textures to a LinerInterpolate and use a texture coordinate node to tell the material what UV channel it should be using (keep in mind that UV Channels in UDK are 1 less than Max, so in Max, map channel 1 becomes Coordinate index 0 in UDK)

kwshipman.com
NickB
#3 Posted : Thursday, July 07, 2011 9:51:54 AM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting
Joined: 4/9/2011(UTC)
Posts: 19
Location: Seattle

hey kelly, do you know how to set up a composite with more than two materials? ive got a couple with 3 or 4 materials and i cant find anything on the net that explains how to do it

Kelly Shipman
#4 Posted : Thursday, July 07, 2011 10:59:38 AM(UTC)
Rank: Moderator

Groups: 3D Modeling, Digital Painting, Online 3D Modeling, Moderator
Joined: 3/29/2011(UTC)
Posts: 60
Location: Kirkland

you are doing a composite material with 3-4 materials, each with unique alpha masks, each on their own UV channel?  or are you doing a multi-subobject where different pieces have their own material?  it might be helpful to see what your material looks like in Max, and how it is being applied to your model. compositing 3-4 materials seems excessive and will be pretty rough on processing especially if you have multiple in your sceen.

kwshipman.com
NickB
#5 Posted : Thursday, July 07, 2011 11:13:09 AM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting
Joined: 4/9/2011(UTC)
Posts: 19
Location: Seattle

well for example, we are making a ground texture in the digital painting course, there are three materials and two unique masks, materials are uv ch1 and masks uv ch2

Kelly Shipman
#6 Posted : Thursday, July 07, 2011 12:10:23 PM(UTC)
Rank: Moderator

Groups: 3D Modeling, Digital Painting, Online 3D Modeling, Moderator
Joined: 3/29/2011(UTC)
Posts: 60
Location: Kirkland

had to test out a couple things, but you can do multiple lerps like this:

just make sure you play around with the order that you connect the materials and their alphas so that they display properly.  Alternatly, with a large terrain piece like that, you could turn it into a mesh paint material by using Vertex Color nodes like so:

With the set up above, what ever you paint Red will show the light dirt, what ever you paint blue will have the grass.  Also, if you create an alph for the grass that creates a cutout of the blades, and put that as a Texture Sample in front of the Vertext color nodewhen you paint, it will make a really nice blend between the grass and material below, as if the grass is actually on the dirt instead of just fading in and out.

Also, if you properly unwrap your model ignore the TexCoord node (I was being lazy)

kwshipman.com
NickB
#7 Posted : Friday, July 08, 2011 7:25:35 PM(UTC)
Rank: FP Student

Groups: 3D Modeling, Digital Painting
Joined: 4/9/2011(UTC)
Posts: 19
Location: Seattle

thanks! that was really helpful

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