Dude thank you so much ! I just spend 15 Hours reading documentation and watching irrelevant tutorials and you explained what i needed in 15 mins. Great tut. you need to make more content like this. You have my like, subscribe and gratitude!
Man! You do a nice job! Good tone of voice, not to fast, not to slow. I don't even own 3ds max but I enjoy watching your tutorials. With the datasmith importer and exporter (Sketchup) I do save a lot of worrying (I realize just now). Thank you! You should do more tutorials!
Every material you apply to a mesh = one draw call. So 3 materials equals 3 draw calls instead of 1. That means the object must be drawn 3 times instead of one for every single frame. It is better to combine your texture sets into one.
there is an error.If you use multitile uv map, uv parts can overlap if two overlapping part has different id.Therefore we can use better uv maps for each id.
Thank you, so easy answers to understand. Really no much good tutorials for 3ds max + UE4 So I can create models in 3ds max, set materials IDs and import to UE4 , and in UE4 I can put on model any materials I want?
Hi, I am trying to do exactly what you are doing in your tutorial. To enter one single mesh, with multiple elements for more than one materials. Your tutorial is really helpful, but even if i did everything exactly as you did i still have only one element in materials slot when i import in unreal. Any ideas about that? Thanks!
Good but you CAN have your UVs overlapping... just not the lightmap. (if you dont have a lightmap it will use the defult UVs and THATS when you cant have them overlap... just for the noobs watching this wondering why you said you cant have them overlapping)
Hello! If I were using sketchup, would I have to put the materials on my sketchup before uploading it on UE4? Also, this might be unrelated and excuse me for not knowing much as I am still trying to learn. I had certain walls grouped as one group on sketchup and when I add materials on that wall after importingto UE4, that material went on the whole group. Am I supposed to ungroup the whole model on sketchup or am I supposed to add the photos on sketchup before importing the model to UE4?
I got a noob question but i have this character. ( character with base texture & uv ) Helm ( base texture / uv) belt ( base texture and uv) backback ( base texture and uv) and a sword.( base texture and uv) would want 1 oject with one uv set and one texture. what do i do., Do i have to retyppo it all again and project the combined? or s there a nifty way of packing it all into one?. Help!
Hey friend, Uh your question is a little confusing to me but what i'm assuming is that your wanting to have all these different parts on your character. It would work the same as the method above. In whatever program you use you just assign a new material to the belt or to the helm etc. Then when importing into unreal you should have multiple Lamberts. If you want the ability to swap out all these parts RPG style that that method wouldn't really work
thank you for the video, it helped me a bit..What would be awesome, would be a maya version of the same thing..I know I should learn 3ds max; but I have used maya for like 10 years. also another question I have is say you have two objects, both have separate uv and textures done up and exported as a fbx. how would you import them into Unreal engine and apply separate materials to each object? when I import fbx I only see one material but they were separate objects in maya.
You can simply select all the objects you want to export in your editing software and when exporting it will automatically combine them. If it's not doing so then check the import settings. Unreal has an option called combine meshes. If unchecked it will give you individual objects
doesnt work for shit. I always get the error "The following Multi/Sub-Object Material contains Multi/Sub-Object materials within it. The plug-in does not support recursive definitions, the sub-materials will be replaced with standard materials:"
I'm sorry it doesn't work for you :o I have had no problems using this method, although i don't use it within any of my projects since its not really the most effective method.
I found the problem. Sorry I sounded quite harsh, I was super stressed, which is not an excuse but mere explanation. The problem was that 3dsMax (2014) was for some reason creating materials by itself in the material browser. Until today I don't treally understand what it is doing exactly, but it especially happened when I created a multi-sub-material and assigned it multiple times, or assigned a different one without deleting the first. That means: 3dsMax creates one, I create one, already 2, and if I make another one for testing and assign it, Max doesn't delete the old connection but ties them all together. In the end you have an entangled mess in the material editor but can't see it by default. To you it looks like only one. I had to download a script to delete every unused material from the material editor because Max would not delete them at all. Then click "Get all scene materials" In the material editor, then I could see the whole mess. Sometimes multiple multi-materials entangled in each other. Like 5 or more lines leaving them to another multi-material with a bunch of lines. Then had to make a new standard material and assign it to my object. Then select all I didn't need, press remove, then execute the script, then save. In this order. Then click "Get all scene materials" again and in most cases, everything but the standard material would be gone. Then 1 multi material could be assigned to the object again, with great care to assign it only once or it would create a new mess. And always check "Get all scene materials" to make sure there's no crap in there. I'm writing this here in case someone else has my problem. I found threads about this but it seems not everybody has this problem. Maybe it's a bug.
It's all good, I know the stressed feeling when it comes to 3ds max. But thanks for posting the solution here. I'm sure many people will find this useful!
Hum, So an Element is basically splitting one model into 3 different sections. This allows you to put 3 different materials on the model, one for each section. This is mainly used when creating Characters or complex objects that need to keep detail throughout the object. And for characters such as clothing would have its own material that is separate from the skin. What you are asking is for one material to control how 3 different elements look. You could do this using an material instance if you wanted each section to look a little different. But also you could just UV unwrap the whole object and have 3 different islands on your single UV and texture them how you like. But if you want all 3 elements to have the same material then you should consider not having different elements or consider the object as a whole. Sorry its hard to explain but i'm doing my best xD
+Calcorso yeah its hard becaus i am not speak english well)) big thanks for answer) what i mean...il try explane...3 material its not good optimization..so i think maybe can create 1 material with 3 diferent elements but not use 3 material
Dude thank you so much ! I just spend 15 Hours reading documentation and watching irrelevant tutorials and you explained what i needed in 15 mins. Great tut. you need to make more content like this. You have my like, subscribe and gratitude!
Man! You do a nice job! Good tone of voice, not to fast, not to slow. I don't even own 3ds max but I enjoy watching your tutorials. With the datasmith importer and exporter (Sketchup) I do save a lot of worrying (I realize just now). Thank you!
You should do more tutorials!
Thank you for making this video! You clearly explain the method, without any distractions. Excellent work, and again thank you!
I guess Im pretty off topic but do anyone know a good place to stream new series online?
I had to subscribe after watching this! Clean, crisp and clear. Good work mate! :D
Every material you apply to a mesh = one draw call. So 3 materials equals 3 draw calls instead of 1. That means the object must be drawn 3 times instead of one for every single frame. It is better to combine your texture sets into one.
there is an error.If you use multitile uv map, uv parts can overlap if two overlapping part has different id.Therefore we can use better uv maps for each id.
This saved my day (or night) thank you so much!
@Tibor Mitrovics you are little confused but you got the spirit😅😂
Thank you, so easy answers to understand. Really no much good tutorials for 3ds max + UE4
So I can create models in 3ds max, set materials IDs and import to UE4 , and in UE4 I can put on model any materials I want?
Thank's you very much, all the other videos did not explain this really well.
awsome video thanks to give us this help. really great video an explanation too
8:46 theres a Max bug on the select faces button. Just click twice before you click the geometry faces on the viewport.
Thanks, nice explanation!
Hi, I am trying to do exactly what you are doing in your tutorial.
To enter one single mesh, with multiple elements for more than one materials.
Your tutorial is really helpful, but even if i did everything exactly as you did
i still have only one element in materials slot when i import in unreal.
Any ideas about that?
Thanks!
are you sure u didnt break the mesh into mutliple objects and had no different materials applied?
nice info but l was looking a multiple unwraps like for each channel
Is there any way to select sections of the mesh and apply material in the UE4? or does it have to be preset outside of the engine?
i assume i cant do this in unreal engine alone? like i made a geometry brushes, and apply multiple materials there?
Does this allow you to apply different Physical Materials? (friction coefficients, etc.)
Good but you CAN have your UVs overlapping... just not the lightmap. (if you dont have a lightmap it will use the defult UVs and THATS when you cant have them overlap... just for the noobs watching this wondering why you said you cant have them overlapping)
What ever happened to unreal being able to identify multiple UV sets on an object? Is that no longer a thing?
Thanks helped me a whole lot :)
thank you for this !
Hello! If I were using sketchup, would I have to put the materials on my sketchup before uploading it on UE4? Also, this might be unrelated and excuse me for not knowing much as I am still trying to learn. I had certain walls grouped as one group on sketchup and when I add materials on that wall after importingto UE4, that material went on the whole group. Am I supposed to ungroup the whole model on sketchup or am I supposed to add the photos on sketchup before importing the model to UE4?
why i see graph when i choosing the multi sub object? :P
I got a noob question but i have this character. ( character with base texture & uv ) Helm ( base texture / uv) belt ( base texture and uv) backback ( base texture and uv) and a sword.( base texture and uv) would want 1 oject with one uv set and one texture. what do i do., Do i have to retyppo it all again and project the combined? or s there a nifty way of packing it all into one?. Help!
Hey friend, Uh your question is a little confusing to me but what i'm assuming is that your wanting to have all these different parts on your character. It would work the same as the method above. In whatever program you use you just assign a new material to the belt or to the helm etc. Then when importing into unreal you should have multiple Lamberts. If you want the ability to swap out all these parts RPG style that that method wouldn't really work
thank you for the video, it helped me a bit..What would be awesome, would be a maya version of the same thing..I know I should learn 3ds max; but I have used maya for like 10 years. also another question I have is say you have two objects, both have separate uv and textures done up and exported as a fbx. how would you import them into Unreal engine and apply separate materials to each object? when I import fbx I only see one material but they were separate objects in maya.
when i put the texture on its just a solid colour.
Do u know how to do the same thing with Maya ???
CAN YOU USE 2 UV MAPS ON ONE OBJECT?
How do i export multiple object into one from unreal engine 4
You can simply select all the objects you want to export in your editing software and when exporting it will automatically combine them. If it's not doing so then check the import settings. Unreal has an option called combine meshes. If unchecked it will give you individual objects
Is it possible to change Material ID inside UE4?
ОТВЕТИТЬ
This answers my question. Exactly what I was looking for!
apparrently my object is transparent and you can walk through it please help
You have to add collisions to the object
Thanks!!!
doesnt work for shit. I always get the error "The following Multi/Sub-Object Material contains Multi/Sub-Object materials
within it. The plug-in does not support recursive definitions, the sub-materials
will be replaced with standard materials:"
I'm sorry it doesn't work for you :o I have had no problems using this method, although i don't use it within any of my projects since its not really the most effective method.
I found the problem. Sorry I sounded quite harsh, I was super stressed, which is not an excuse but mere explanation.
The problem was that 3dsMax (2014) was for some reason creating materials by itself in the material browser. Until today I don't treally understand what it is doing exactly, but it especially happened when I created a multi-sub-material and assigned it multiple times, or assigned a different one without deleting the first.
That means: 3dsMax creates one, I create one, already 2, and if I make another one for testing and assign it, Max doesn't delete the old connection but ties them all together. In the end you have an entangled mess in the material editor but can't see it by default. To you it looks like only one.
I had to download a script to delete every unused material from the material editor because Max would not delete them at all. Then click "Get all scene materials" In the material editor, then I could see the whole mess. Sometimes multiple multi-materials entangled in each other. Like 5 or more lines leaving them to another multi-material with a bunch of lines. Then had to make a new standard material and assign it to my object. Then select all I didn't need, press remove, then execute the script, then save. In this order. Then click "Get all scene materials" again and in most cases, everything but the standard material would be gone. Then 1 multi material could be assigned to the object again, with great care to assign it only once or it would create a new mess. And always check "Get all scene materials" to make sure there's no crap in there.
I'm writing this here in case someone else has my problem. I found threads about this but it seems not everybody has this problem. Maybe it's a bug.
It's all good, I know the stressed feeling when it comes to 3ds max. But thanks for posting the solution here. I'm sure many people will find this useful!
Calcorso Its more like when it comes to a deadline and nothing works the way others say it would ;)
Haha i know that too and have a feeling when i start uni next month i will feel it again xD
Thank you You so Much!!
Anytime my friend!
and how to apply normal maps?
+Sasha Pereeskop You can just hook up a normal map to each of the materials you are using :)
+Calcorso thank you for answer) i am just start to learning UE...but maybe you know how to make it on one material? i mean 3 elements in one material
Hum, So an Element is basically splitting one model into 3 different sections. This allows you to put 3 different materials on the model, one for each section. This is mainly used when creating Characters or complex objects that need to keep detail throughout the object. And for characters such as clothing would have its own material that is separate from the skin. What you are asking is for one material to control how 3 different elements look. You could do this using an material instance if you wanted each section to look a little different. But also you could just UV unwrap the whole object and have 3 different islands on your single UV and texture them how you like. But if you want all 3 elements to have the same material then you should consider not having different elements or consider the object as a whole. Sorry its hard to explain but i'm doing my best xD
+Calcorso yeah its hard becaus i am not speak english well)) big thanks for answer) what i mean...il try explane...3 material its not good optimization..so i think maybe can create 1 material with 3 diferent elements but not use 3 material