Hey guys! So I’m working on an animation project using a Dragon Model my friend made. He has it so that the Model has seperate UV sets/Material IDs for the model. i have everything working in 3ds Max but when I import it into Unreal, I am unable to have multi ID materials. I followed a youtube tutorial and couldn’t seem to get it to work. Here’s everything that I think looks right.
use the multisub node in 3dsmax’s material editor, that way it exports properly to ue4
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I used max’s multi-subobject material in the slate view and then exported the fbx. The fbx then contained the material IDs and imported fine into Unreal5.