best way to have multiple materials on an object?
I have a veichle model ready. It needs rubber, painted metal, shiny metal etc materials. I saw in the tutorials that either I need to asign different material slots or have a color map and material funtions to define materials separately. Question: for optimization point of view which is better?
Also:my current model has been mapped to the same UV map. Is that ok for both approach?
Extra question: is it possible to combine diffuse color map with color mask somehow? (to elaborate: I would paint some parts of the model to their final color and I would paint some other parts to let's say pink. Then i'd keep the normal colors on the model except the pink parts which would be replaced by an other material.-hope this question makes sense :) )
asked May 22 '14 at 03:15 PM in Rendering
https://www.youtube.com/watch?v=r-0GnSFO1BU < this explains how to add multiple textures onto one mesh. You can have multiple UV chanels, but each channel will up the drawcalls, and the less drawcalls the better :)
With the approach in this video, you will be using only one UV map :)
answered May 22 '14 at 03:23 PM
Okey depending on what modelling software you are using you can apply multi-subobject materials in your 3d editor.
Im using max, im assuming you just apply material to each polygon you want in maya and then export it.
For max just apply a multisub object material to the whole mesh and set the material id to whatever polygon you want each material to be on.
Im sorry if thats a pretty bad explanation. But its really simple in practice. Just setup the material as you want it in Max or Maya and then export it like that and you will have several material slots inside UE4 aswell.
answered May 22 '14 at 03:20 PM
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