Ok so there was NO workflow for C4D …SO I got Maya LT…I made a simple 400x400x20 Wall, Same size as one in UE4… I want to texture one side with one texture and the other with a diffrent texture…The sides will be hidden so I dont care about those…
HOW on this earth, Is that done using substance Mats??? I dont want to use photoshop
Im about to have a Major break down on trying to learn UV mapping…FOR SOME CRAZY REASON its like Rocket science or inventing a mars rover!!! I’ve youtubed until I wanna shoot myself…There no help!!! PLease some one break this down for me
I’ll trying my hardests to build a House that my char can walk thru JESSSssss,
If I cant texture my work…I cant build a game…
OH and once you texture it in Maya LT OH do you keep it on when you import to UE4…
Hey fella, I’ll try and help you out a bit here. First of all, I would recommend learning one program at a time. It’ll likely be much easier to learn Maya and Photoshop, rather than adding in additional tools to your pipeline (such as Substance) right away. Anyhow, onwards!
First thing first, you’ll have to model the wall in Maya or another modeling program (Max, Blender, etc). As it’s a wall, you’ll need very little more than a simple box to start with. If you don’t need the sides, go ahead and delete faces, by the way - it’s always best to optimize!
Afterwards, use Maya’s built in unwrapping tools (which are, well above average). It should be fairly simple, as you’ll only need to use planar mapping on the front and back of the wall (considering you’ll be getting rid of the sides).
At this point, you can transfer the map with the wireframe coordinates into Photoshop, Substance or another application. In which, you’ll then be able to texture it.
Lastly, you’ll now be able to save out the model in FBX format from Maya, along with the texture map from Photoshop or Substance and take them into Unreal Engine. You’ll need to create a material, place the model in the world, then apply aforementioned material.
That pretty much covers the workflow. If you’re confused on a particular stage, let me know and I’ll try and clear it up for you!
you should have saved your money and tried blender, before you do anything else , first learn how to correctly uvw your mesh to accept a texture and not some build-in shader , you could keep with c4d which afaik does export via fbx , so take a chill pill and learn uvw mapping because if you don’t your content will always look bad.
please remember that each 3d programm does uvw mapping in a different way so it’s important to learn for your program
the main thing to remember for static meshs in UE4 is that in your uvw map , channel 1 can have stacked/overlapping faces, but channel 2 (for lightmap) all faces must have unique uv’s
Best way to do this, if you don’t want to use Photoshop or anything. You can use ‘Hypershade’ in Maya LT. Apply different phong shaders to all the different surfaces/faces you want different materials on. For example:
Red phong shader = dirty stone
Blue phone shader = chipped dirty stone
With your different coloured phong shaders on the faces of your model you can import into UE4 and then apply multiple materials to one mesh without seperate UV channels.
@SirHope. If you wanna add me on Skype that’s cool man. I was once in your shoes so I can explain it a little easier to you cos I know your perspective on this. devdavejames is my Skype
Sirhope: If none of these solutions work I can put together shoot a youtube video to show you how to UV map a mesh in Maya. Just PM me with the questions you have. I haven’t used Substance before but if UV mapping is the issue let me know I got that junk on lock.