Hi guys im have a little bit of a problem with how i texture my enterable buildings and i could do with some help:
This is my building in 3ds max:
And is made of 4 parts:
Each part is of the model has its own UVs and each model use different parts of the textures i have made:
and this technique works i have the model in unreal working fine and it looks good but the problem is that i cant apply unique detail to each of the walls or the floors as all the walls are using the same part from the same texture. i have tried baking the textures in 3ds max for each part of the model but due to all of the parts small parts and in the model this reduces the quality by a lot.
i hope i have provided the right information and help would be really helpful, thanks everyone
I’m honestly a little confused as to what you’re asking exactly here. By the sounds of it, you’re asking how to have different variations of the same building?
It seems you want to create this variation / variety through the texture itself and are having issues, due to them sharing the same texture? Simply create a second material and texture, then apply it to the model.
If I’ve misunderstood, please explain further and I’ll do my best to respond 
Hi ,
This is quite a common challenge with architectural stuff, though it usually manifests itself when trying to bake lighting.
The thing you need to look into is multiple UV channels (in max and UE4).
Hi ,
This is quite a common challenge with architectural stuff, though it usually manifests itself when trying to bake lighting.
The thing you need to look into is multiple UV channels (in max and UE4).
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from what i know you would use a trim texture and overlap the UVs on all the same trim texture and than make a second UV channel so that whay the first UV layer the UE4 engine knows is the texture and the second UV layer is for lighting so the UV don’t overlap in the light. i’m about to do a trim texture bake it and do the UVs. If this still becomes a problem i’ll show what steps i do to model my entire scene with one 1024x1024 and yet retain the clean nice look without any stretching but also so UV doesn’t overlap. unfrotuantly im on my home PC and it doesn’t have Maya or Max on it. or i could easily show it a second with simple pictures.
in this tutorial this mesh is using a trim, . its for udk but this applies just the same in the method with UE4 or any program that is. Also remember, you can overlap the UVs, but you will need to make a second UV layer with the mesh UVed properly so the lighting doesn’t get messed up. the first UV you overlap to grab whatever texture u want in that area of the UV. the second one you can just simply automatic map it or if you want it to look really good than take the time to unwrap the UVs to look nice. From there the engine knows that the 2nd uv layer is for your lights, the 1st is for your texture. what it does is when it detects the first layer have overlapping UVs it tries to find the next layer and if that has no overlap than it will accept that as the light source. I hope this explains it better.
this is overlapping UVs
this isn’t overlap
here is how to make a 2nd uv layer/channel
remember the 1st one is for texture 2nd one is for lighting, in that order.and you can go off the 0/1 scale with your UVs on the first one too because this will retain the texture and make sure you aren’t stretching your UVs. Also if you want to make the house look more detailed like have parts of it look ruined or worn away, look into “lerping” it’s amazing what you can do. And if you want dirt or stuff, look into “Decals”. Hope this fixes the issue.