So i have a model all made by myself in Blender. The textures are primarily photos and other just plain colors. the problem is that even tho the materials are joined with the mesh all in one, when i try to cloth simulate part of them they are treated as separate materials instead as a whole mesh.
So here the gold is a part of the robe ,yet UE4 separates it. So now if i paint the gold it falls out. If i pain the robe it stucks ,because the gold acts like frame.
First of all, I couldn’t understand completely if you have different materials for the robe and the gold parts or if everything is a single material… Usually, Unreal separates the sections of the mesh based on the material applied to it. So if you have one material for the robe and another for the gold details, they will be treated as separate sections and won’t be able to simulate together. If you use the same material for both, it should work properly.
But in this case, I believe the best solution would be to add a proxy mesh to be used as the clothing asset. You basically duplicate your robe mesh (and tweak it so it doesn’t have a lot of unnecessary geometry for the simulation), import it with another empty material and create a clothing asset with it. Then, in the material section for the LODs, you can select that clothing asset for both the robe and the gold materials.
Easy answer is No.
You need to create a single material for cloth definition, with a single texture to the area you want defined as cloth.
You have a repeating pattern anyway, so just unwrap the model correctly and generate a single texture.
Cant really aee all your geometry, but you may wabt to do it in parts. Upperbody is one asset, lower body under the belt is another asset.
Ideally you would do just one mesh for the whole character, but then youd have to resort to something like my blender plugin to define the paint, and believe you me, you don’t want to in terms of dev time
Still, here’s the “process” for that.
Mind you, chaos cloth is worse than physx ever was in every way, so, no idea if anything in the tutorial/overview is still accurate to ue5.