using more UV channels for materials

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen:

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: using more UV channels for materials

Re: using more UV channels for materials

by Oleg » Fri Jun 03, 2016 11:30 am

sorry for delay.

Select an object; expand Properties page; Then use Mesh->Vertices->Format and set UV Channels to 3. press Apply;
The message shown is actually a warning, it should produce a valid model for the game. However, paint-skin could not be mapped properly or, more precise, will use UV mapping from UV#1 for paint skin, which could give wrong result. You should create UV mapping on UV#2 onto "vehicle/truck/upgrade/matching_pattern.dds" image; and create mapping for UV#3 onto any truck upgrade skin as a reference.

You can load "matching_pattern.dds" onto DETAIL2 slot, set its "Use mapping" to "Manual UV Mapping #3", then create/edit mapping for UV#2 (so you can see correct texture in UV Mapper);
then set desired skin for UV#3 in material's "DETAIL2" slot, set its "Use mapping" to "Manual UV Mapping #3" and create/edit UV Mapping for channel #3.

then revert DETAIL2 slot to "empty.dds".

using more UV channels for materials

by Hobby-Trucker » Fri Jun 03, 2016 4:02 am

I've toke a roofgrill an merged a lightbox into it. When i export that, i get the folling massage.

Object "Leuchtkasten (Farbe)" requires at least 3 UV channels for material "truck_3_color", but has only 1. Channel usage will be corrected.

how can i change the number of U channels for the lightbox ?

Top