if all the leaf’s are pretty much the same, Just add them in to the same Model and UV just 1, Then duplicate it for the rest… it makes allot more sense then having a screen filled with the same leaf texture over and over… Just make sure you do the texturing for the 1 leaf before duplicating it for the other’s…
You will save Data and render times if you do it that way
You cant use “combine meshes” when you import your model, as you can clearly see, both uv channels are now overlapping. You either import uncombined or you combine them in 3dsMax and repack the already exisiting UVs
Your UV’s are really bad, and your leaves are way too high poly, it would be better if you just made them a flat plane with a few loops for bending with a opacity mask of a leaf for a texture.
You could optimize it a little bit and instead using a different material element for the soil and concrete part use a mask and Add/lerp that together.
The texture is not overlapping, so it would work and save you one drawcall on the mesh.
But what is a good unwrap method from max to ue4?
I use the Unwrap modifier and the do a flatten maping.One of the mods said the uv’s are bad like this.
Could you please explain why, and if possible the correct way?
Thank you.
The flatten tool in max will create too many unnecesary islands. Itsok to start with a flattening just to un-mess the default UVs and see what components you have.
But then you should refine your unwrapping a little better.
I recently tried to make a video tutorial on modeling with the focus on unwrapping, but AVS seems to stop recording after 8 minutes for whatever reason.
Once I fixed that, Ill have another take on that.
Or I make it as a Youtube broadcast. Got some more requests via PM, so I guess there is interest