Character made of multiple "pieces" with their own UVs -> how to import?

Greetings all,

I’m using Blender to prepare my model before importing it into Unreal.

The model is a basic human - made of 5 separate “pieces”: head, body, legs, 2 distinct eyes and eyelashes (hair is a separate model). Each piece has its own UV as seen in the attached image. Now, I can’t find what process to follow to properly assign the textures to the character after importing the model in Unreal.

See second picture. A material was created using the core body texture. It’s been applied to the mesh - it looks great from hips to shoulders, but then the face and legs also get the material. And that’s not right. How can I “restrict” the material to a “sub component” of my model?

Please give me some directions :slight_smile:

Thanks in advance for your attention,

Hi @TechLord

Thanks for the advice. I’m currently not skilled enough to transofrm my model in such way. But I’ll make sure to follow this doc when I’m ready.

In the meantime, I’ve found a simple way to fix my issue:

  • textures are 1024x1024 and 256x256.
  • I create a psd that’s 2048x2048
  • I apply one source texture per quadrant
  • export to flat image
  • import the flat image for each UV in blender:
  • making sure to properly offset each mapping (by + or - half the texture size on both x & y axes)

Just works perferctly now =^_^=

Unreal likes it better and animations are not broken.

I’m all set. Now, time to check attachments.