3D Materials and Lighting Final
By ~ December 25th, 2011 @ 3:45 am
Setting up and importing a complex mesh into Unreal. (Multi-IDs and custom collision data). I will cover setting up your model for export (setting up the multi-sub object material in 3dsMAX, and creating/naming the collision data), exporting the model, importing it, checking the collision data, and setting the imported static mesh’s materials. This is a medium level tutorial. Please watch my other videos first if you have trouble with this one. Follow me on twitter: @javahawk
Video Rating: 4 / 5
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December 25th, 2011 at 3:47 am
How do you get the licensed version if your a noob designer? I really need it and how much does it cost? Please help
December 25th, 2011 at 4:14 am
Thanks for the help!!
December 25th, 2011 at 4:38 am
If you all want to import material do this i always do it. Save the texture as 1024×1024 or 512×512 as TGA. And then just import it. And then you will get a texture. Then in your package right-click and select add material. Then double click material and in the top right corner in the search type find texture sample. Drag it on there, connect diffuse with the top black cube on the top of texture sample. And click on texture sample and just in content browser select texture and click thegreenarro
December 25th, 2011 at 5:08 am
I just wanna ask, do you UV map the model and then multi-sub material it, im confused as to how you do it.
December 25th, 2011 at 6:01 am
Its not working for me. I cant get any subobject materials to work at all on my model. Its a pretty simple model, and I’ve already set the two material ID’s up (some polygons using ID1, the rest using ID2), plus I’ve unwrapped it, so I dont understand why nothing appears on my model, after setting up a multi-sub material, assigning a texture for each slot, then dragging onto the model and pressing “show maps in standard viewport”. Its all standard procedure AFAIK, so what could I be doing wrong?
December 25th, 2011 at 6:17 am
Does this not work if you’ve already unwrapped the UV’s on your model? I’ve modelled a pillar, and I want to give it two sub-materials (one for the lights), so I selected all the faces of the lights, then set them as material ID-2, while the rest of the model is set at ID-1. After that I unwrapped the model, then added a multi-subobject texture, applying a material to both the channels, but when I try to view the materials in the scene, theres nothing. Its like it erased my UV mapping…
December 25th, 2011 at 6:40 am
@udkTutorials for the most part they do, not all. Team Fortress 2 is an example of a game composed of maps that use minimal amounts of static meshes and really focus on brushes. It’s all preference to the company.
December 25th, 2011 at 7:30 am
So if I had a large mesh, would it be better to have one 2048 texture than two 1024 textures to cover it? Or is there a trade off point somewhere on this level?
December 25th, 2011 at 8:08 am
ok thk m8 i found it..
ur tutorial help me realy..
about colission AND REALY AT THE MATERIALS
December 25th, 2011 at 8:38 am
nice tutorial .. but when i inport my mesh in to udk i have only 1 material
why .. ??
i use multy sub material and i have only 1 element in udk
can u help me ?
December 25th, 2011 at 9:03 am
Ah you have that warning too when you import into UDK, the ‘excees expected blah bla’. What is that exactly? Because Ive had a couple of meshes which didnt have that.
December 25th, 2011 at 9:46 am
Thank you
Great Tutorial
December 25th, 2011 at 10:38 am
Thank You Sir from the interwebz
December 25th, 2011 at 11:05 am
@magnusmaynard Materials dont import with geometry. He imported the materials before making the video. Heres what you do:
1) in Content Browser (CB), import BMP file. This makes a Texture2D file in UDK.
2) right click in CB, click New Material
3) name it and hit OK (Material Editor will open)
4) drag the Texture2D from CB to the material editor
5) drag a line from the Diffuse tab to the black tab on the texture
6) click the check box in the top left and close
7) material is ready to be applied
December 25th, 2011 at 11:38 am
@magnusmaynard Materials dont import with geometry. He imported materials before making the video. Heres what you do:
1) in Content Browser (CB), import BMP file. This makes a Texture2D file in UDK.
2) right click in CB, click New Material
3) name it and hit OK (Material Editor will open)
4) drag the Texture2D from CB to the material editor
5) drag a line from the Diffuse tab to the black tab on the texture (others are for color and alpha)
6) click the check box in the top left
7) apply material
December 25th, 2011 at 11:59 am
is that the fire tower from dungeon defense?
December 25th, 2011 at 12:02 pm
@sm4llbit That totally did the trick! Maybe one should also add the fact that a model has have a minimum size to display all vertices/faces, otherwise they will be set to zero and won’t display. Hope this information will be useful for others, too
December 25th, 2011 at 12:57 pm
LOL i messed up, i have 21,052 ELements !!! lol
December 25th, 2011 at 1:27 pm
@jazzwing Nah it’s fine it was my mistake I didn’t tick some settings when I was exporting the mesh from 3dsMax but thanks for the help
December 25th, 2011 at 2:12 pm
@Laban510 Press ‘G’ to activate game mode.
December 25th, 2011 at 2:33 pm
hey i have a problem. i have imported a model with 13 sub materials, but in the udk, there are only 9 slots. what did i do wrong?
December 25th, 2011 at 2:51 pm
I have a problem when I import my 3dsMax model My Mesh is only black in UDK even when I apllied a material it also doesn’t have the UDK default material at the import please help!!!
December 25th, 2011 at 3:16 pm
Wow this is so great I always wondered how to add the materials to my imported meshes thanx for the tutorial!!!
December 25th, 2011 at 3:45 pm
This is a well done tutorial and it works superbly. I had trouble with using Blend_translucent blending method on one object with alpha channels (a building with windows). This separated the two and everything worked fine. Thanks!!!
December 25th, 2011 at 3:58 pm
To all people having problem with getting only one ID material slot in UDK :
There are two thing to have in mind to get it working, 1st is that in 3dmax in material editor in multi/sub object, each material must have unique name, and 2nd is that each material must be based on a bmp (or jpg, something must by shove into map slot) . It works for me !