Multi Lowpoly colors in one texture ?

Hello, I recently got a low poly pack in the marketplace and there are some points I misunderstood in the way they build there package. Especially how they assigned colors to their meshes. Let me explain.

They have a sort of color palette they use in a material and it used for most of the assets present in the package (over 200+).

How they did that?

There is some screenshots

Thanks a lot!
Best regards,

Alpha

The meshes use a combined UV set it looks like open one of the meshes in the editor and take a look at its UVs I am sure that the meshes all share a large UV set.

Thanks for taking time.
Umh, I only have this …
How does it know which color to apply for each part ?

Based on the texture and the UVs, check channel 0…channel 1 is the lightmaps

Nothing is showing in the channel 0. Got a black bordure square. No more…

Well, that’s normally where you would find the UVs for the diffuse (color texture) etc., the way I described it is the process that is normally used to have multiple meshes sharing a single texture for materials applied in the engine. Is there a third or forth UV channel etc?

There is not :slight_smile:

Ok how about this, open the texture and compare the position of the colors with those UVs…they used the texture as a starting point to create the meshes with the colors in their modeling program…I’m willing to bet that the UVs line up with the colors of the palette texture

While not really showing whats going on with the uv’s, this person does show the techniques behind it.
(the low poly people just merged all the gradients into one texture)

https://twitter.com/minionsart

Ok, but how the faces know which gradiant take, did you juste put them over the color you desire on the texture palette ? Could you provide me a screenshot example how you put your unwrapped the faces with the texture palette ?

you unwrap uv’s in a modelling tool like blender, 3dsmax etc.

protip: google “Unwrap uv’s in (3DTOOL I USE)”

I know what is unwrapping and how to do it. This is not my problem, the problem is how to assign the color with a palette texture.

There is not match for sure :slight_smile:

I opened a box mesh into 3dsMax to see the unwrapped method. Nothing appear. No unwrapped done before.

you unwrap it.

Period.

I can’t understand you.

are you trolling? because you are starting to sound like a troll.

Literally, if you --Like you said yourself-- understand what unwrapping is and how to do it, you know you need to unwrap your mesh and align the uv-islands to the right area’s on your texture.

so again:
protip: google “Unwrap uv’s in (3DTOOL I USE)”

I’m self learned man. I understand your point for people who do not search but I’m not. The fact is the pack I dealed about is not mine and their assets seems to be strange unwrapped. Channel 0 on UE4 is empty for each of them. I’m ok with your explanation which could be the right one but I wanna be sure of it.

Thanks for your time anyway.

These should help you:

https://www.youtube.com/watch?v=Vsxf_jeThZQ

Hi Alpha, how did you solve this topic about the one texture, uvs. I have the same situation, because want to use a polygon pack from synty, but the use the same approach.
Regards

Just needed to resize all the uvs in the color you want them to be. So that pixels do not matter anymore in this art style as we are using flat colors only. You can take a look on my sketchfab windmill Medieval Low Poly Windmill - Buy Royalty Free 3D model by Alpha16 (@alpha-fr) [9eff083] - Sketchfab Store

Open it and enable 3d+2d. Make sure to use base color only.