My UV maps dosen't work with my material
Hello, I'm going to start of with saying sorry if this question is completely stupid but I don't see the problem.
So I made a material that uses the texcoord to light only the edges of a cube. (See picture below)
I've then made a material instance and edited the material and it looks fine in the editor. But the problem comes when I apply to my static meshes, depending on my UV-map the material gets either all black or is cut off for some reason. The picture I'm showing now is the best result I've managed to get, but it is far from good. (see picture below)
I've also tried applying the material to the basic cube, then it works great! (se picture below)
I have looked at their UV-Map which looks completely different from mine, and frankly I have no idea how they made it. So I was thinking i'd come here and ask if anyone know either how to make a correct UV-map which will work or if there is any other problem that I have not addressed.
Hint: I am not a graphical person, fancy technical graphics terms might confuse me.
asked Nov 22 '15 at 07:41 PM in Rendering
Editor cube's UV's have every face of the cube on top of each other. Since the material you've made takes the edges of the UV space into consideration it wont work as expected on your mesh, so you'll have to apply planar UV mapping to each face of your cube in your modeling program. The way to do that depends on which program you are using but i'm sure you can find tutorials out there as it is a very simple thing to do.
answered Nov 22 '15 at 07:49 PM
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