How to Apply multiple Textures to a Skeletal Mesh?

Hello! You can set defferent Material ID for you mesh parts in 3DS Max and so you will have several material slots for your mesh in Unreal Editor, each slot is corresponding to Material ID…

Hello,

I have created a Skeletal Mesh with multiple Bodies in 3DS Max.

When I import it in UE4 and select “Skeletal Mesh”, it gets converted into one mesh however. My problem is, that all of the Meshes in the 3DS Max file need a different texture. Is there a way to apply them to the different Meshes that lay under the Skeletal Mesh? Would be nice to kind of “Split Up” the Skeletal Mesh in the original Meshes.

Reworking all of my Meshes and Textures doesn’t seem like a good option, it’s quite a lot actually.

Thanks for your answers!

Do you mean the Material Slots? I tried that, my Problem is that even when I open my Skeletal Mesh, it just displays as a single Mesh, I can’t select the components that were previously there. I need a way to split my Skeletal Mesh up into those old components.

But they are stored in the .fbx file, i checked that by re-opening it in 3DS Max und Fusion 360.

Stop for a moment… You need to store mesh parts separately? I was thinking that the problem is only with material…

I have just tried with Blender - set different mats to different parts and import to UE - everything is ok! But with 3Ds Max strangely setting MAT IDs doesnt work with Edit Poly… It seems that in 3Ds Max you need to have a Mesh, not Poly for Material ID to work fine with UE

Well, I have a .fbx file. When I import it without checking “Skeletal Mesh”, I get all o the static Mesh files it contains. But when I import it and check “Skeletal Mesh”, it gets compiled to one Skeletal Mesh (Purple) and I can’t edit the textures of the single Meshes anymore. There are 7 objects in the File, but they get combined into one when importing as “Skeletal Mesh”

Okay, thanks. I’ll guess I’ll just have to pre-apply Textures in blender then,