Possibly a breakthrough in my bleeding issue - I need a little more help please
You've helped so much already, but I think we have almost beaten the saga of the bleeds!
I was following this awesome tutorial over at WorldOfLevelDesign :
You see on the opening scene, and he shows you his texture map, before he creates his extra UV map, well, its laid out like his wall.
When I open MY texture editor I still see a cube sprawled out - and since I base by extra uv layer off of doing a copy, it will obviously be messed up, right?
for reference - here is my simple wall, and the map that appears for it by default. Shouldn't it have a ton more faces and more odd shapes? (image attached)
It looks as though Maya still thinks this thing is a cube.
asked Feb 13 '15 at 09:18 PM in Using UE4
I worked out that if I do an automatic map I can get all the right faces. Then I just need to rearrange them - This is easily the most annoying part of modeling at this point - I wish there were an automated way to do this.
answered Feb 14 '15 at 11:32 PM
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