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HTLu
03-08-2012, 03:20 AM
Hi,

I'm working on this project from Max and Importing stuff into UDK and along the way I don't know why for one of my mesh UDK translate the UV maps very messed up for my Island/grass top.

In my max file the Islands doesn't have messed up UV map, and 2nd UV map(Light map)

http://i39.tinypic.com/3aatl.jpg this is the regular uvmap for texture

http://i41.tinypic.com/2yvm4wz.jpg this is 2nd uvmap/lightmap for the mesh also from Max file. there are no inverted faces, nor overlapping.
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http://i43.tinypic.com/3150siw.jpg this is how udk reads the map for 1st uv map.

http://i44.tinypic.com/1g2mbm.jpg 2nd uvmap channel

http://i44.tinypic.com/wc0h12.jpg this is what happens when after I build lights, and scene.

sprunghunt
03-08-2012, 10:52 AM
this looks like what happens to your UVs when they're outside the 0-1 bounds.

Your lightmap has to be within the 0-1 space. Your regular UVs don't have to be but they won't display properly in the static mesh browser.

synergy11
03-08-2012, 05:16 PM
I had a similar problem to this.

Also what you can try is before exporting mesh reassign a new material to it with nothing attached texture wise. Just a blinn or phong or whatever. Also (in Softimage) I had to check my Operator stacks and delete anything in there that is not necessary. I had a Tangent Property and Vertex color property that I had to delete.

HTLu
03-08-2012, 08:01 PM
@ :sprunghunt

no no actually the light map channel uvs are in the 0-1 space.

Sean VanGorder
03-08-2012, 10:56 PM
Try what synergy11 suggested. I had this problem before and it was because I was exporting with a weird material on it. Applying a standard material before export fixed it.

sprunghunt
03-09-2012, 10:54 AM
@ :sprunghunt

no no actually the light map channel uvs are in the 0-1 space.

In the max file are you tiling the bitmap using the material settings? the settings under "coordinates" in the bitmap part of the material editor?

Because max will export this by stretching the UVs to greater than zero to 1 and cause this problem.

HTLu
03-13-2012, 02:19 PM
Thank you all I've got the piece to work now. =)