# Building UVs

**URL:** <https://forums.unrealengine.com/t/building-uvs/8949>\
**Category:** Asset Creation\
**Tags:** unreal-engine\
**Created:** [August 7, 2014, 1:03am UTC](https://forums.unrealengine.com/t/building-uvs/8949 "2014-08-07T01:03:56Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Defuse\_Studios](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/defuse_studios/32/1220031_2.png) [@Defuse\_Studios](https://forums.unrealengine.com/u/Defuse_Studios)\
**Post date:** [August 7, 2014, 1:03am UTC](https://forums.unrealengine.com/t/building-uvs/8949/1 "2014-08-07T01:03:56Z")

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Hi guys I have a question about how to deal with texturing a module building and other things, first the way that I have been using but im not happy with the results. I have been making a texture sheet (texture kit) in Photoshop using textures i want to use on my models:

> **[Gyazo](https://gyazo.com/153b0d0a0c0fb208f31975f58693bdb1)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

This is an unfinished example hence the white space. then after I have the textures that I want to the right scale I then apply them to my models in 3ds Max then unwrap UVW maps and place the UVs in the places with the texture I want on that face:

> **[Gyazo](https://gyazo.com/209200ce9cc726d6e6487a43c2df4295)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

> **[Gyazo](https://gyazo.com/6179434f2465b96861868ac9bb333e2e)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

But I have found the results to not look very good im using a 2048 x 2048 texture sheet and high-quality textures inside that I have also made a Normal map for the texture sheet:

> **[Gyazo](https://gyazo.com/7db683fd0c1dc7913df9f517a45bb67c)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

But this still does not help with the quality of the texture, and if i was to use this in UE4 i would not be able to for example use the roughness option in the Material editor for just the brick or wood due to it be one material. then i noticed how the textures were achieved with some of the starter content:

> **[Gyazo](https://gyazo.com/2bf1340421b89f02ae0c799b1144d5e6)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

I found that this was used to dictate which parts of the models should be textured with what textures or base colours:

> **[Gyazo](https://gyazo.com/82f688b8759406116a6409bcd6fe9841)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

> **[Gyazo](https://gyazo.com/6060abb8c21d5dcf293e8d737fdb78e8)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

> **[Gyazo](https://gyazo.com/5881d02a1700152fe61deebd819f2289)**
>
> Easily capture screenshots, GIFs, and replays that are ready to share. Download the free app for windows and mac.

so to my question can i use this system to texture my models and if i can how do i do this and what is this called?

sorry for the long winded explanation and sorry for any spelling mistakes its not my strong point

thanks everyone 🙂

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**Author:** ![anonymous\_user\_e80d53d9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e80d53d9](https://forums.unrealengine.com/u/anonymous_user_e80d53d9)\
**Post date:** [August 7, 2014, 1:12am UTC](https://forums.unrealengine.com/t/building-uvs/8949/2 "2014-08-07T01:12:44Z")

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I believe the technique you’re thinking of is a combination of masking and layered materials.

A guide to layered material (in a slightly different context):

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

A nice tutorial on masking:

> **[YouTube](https://www.youtube.com/watch?v=)**
>
> Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

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<div class="post-metadata">

**Author:** ![Defuse\_Studios](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/defuse_studios/32/1220031_2.png) [@Defuse\_Studios](https://forums.unrealengine.com/u/Defuse_Studios)\
**Post date:** [August 7, 2014, 1:16am UTC](https://forums.unrealengine.com/t/building-uvs/8949/3 "2014-08-07T01:16:24Z")

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Thanks man ill get working on that, would you say this is a feasible way of texturing this type of mesh?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e80d53d9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e80d53d9](https://forums.unrealengine.com/u/anonymous_user_e80d53d9)\
**Post date:** [August 7, 2014, 1:22am UTC](https://forums.unrealengine.com/t/building-uvs/8949/4 "2014-08-07T01:22:47Z")

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As the materials are so different, but the differences are localised into different regions of the model, I would personally consider just making the model take three separate materials. I’m not sure what others would advise.

I think the masking method is more useful when you have little splashes of different materials all over the place (for example, if you were making a cloth coat, with lots of buckles and button details that you’d want to highlight in gold metal, and then later on you make a new coat using the same materials but with the cloth and gold in different places).
