I have made a katana in maya, and I can’t fit the blade so that I get good texel density in 0-1. I really don’t want to cut it anywhere else than the edge, so I have 2 questions:
Can a UV shell occupy more than 1 UV space, ie a shell spanning from u1v1 to u3v1?
Does UE4 recognise more than 1 UV space?
I’ve tried extending the shell of the blade, on import the UV’s in the asset viewer only the 1st tile is shown, while the zone where it leaves the shell is red. I’ve also tried separating pieces, and even though UE4 shows only U1V1, it still recognises some things in U2V1 Like shell orientation. I tested this with the wooden material and depending on shell rotation the wooden stripes follow. So can I use multiple uv spaces with unreal, and if not, is there any other way to increase texel density without further cutting up the shell.