Author : winged doom


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ajr2764's Avatar
Old (#1)
Hey guys, Im a Maya user and Im very familar with some of the techniques that max uses although Ive never used it. I want to know is there a way to export a mesh from maya and for it to have multiple id nodes like max can. I read somewhere that if you assign different materials to the faces of the mesh that when you import it will receive those ids...is this true?

I have a mesh that has parts that need different materials like glass. Right now the only way that I know how to do that is to break the mesh up into parts based on material properties and import the seperate parts. There is a case where it isnt practical for me to export this sliding door as two meshes, its a frame and a glass.

Thanks.
Offline , triangle, 339 Posts, Join Date Sep 2009, Location Atlanta, Georgia  
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Gilgamesh's Avatar
Old (#2)
Yer, you just select face tool then select the faces you want to have another mat on then apply the material (not the default lambert) and then export it. UDK will pick it up as a multi-sub object and you can assign multiple materials to it.
Offline , triangle, 303 Posts, Join Date Jun 2009, Location London, UK  
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ajr2764's Avatar
Old (#3)
Thanks for confirming that ill try that out when I get back to UDK. It sure will help out with the workflow.
Offline , triangle, 339 Posts, Join Date Sep 2009, Location Atlanta, Georgia  
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m4dcow's Avatar
Old (#4)
I have been having issues making multi material meshes in maya and bringing them into UDK. When I export the mesh as an FBX file, all of the faces which correspond to certain material slots will not display that material. Sometimes it won't change any, sometimes only certain triangles will have the corresponding material. If I use actorX to export, everything works fine.

Just a heads up incase you run into that. I tried exporting with Maya 2011 & 2010 both with the 2011.3 fbx plugin.
Offline , polycounter, 771 Posts, Join Date Jan 2010, Location St.Lucia, West indies  
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Quillisia's Avatar
Old (#5)
This is a bug with the latest build.

You can get around the problem by triangulating the mesh before export.

Hopefully it will be fixed for the next release.
Offline , vertex, 30 Posts, Join Date Apr 2009, Send a message via Skype™ to Quillisia  
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