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Week 12 - UV and Unreal Engine

meekin-s

Updated: May 17, 2023

I had previously created a UV with Tove so in order to do a UV for Skye i went to the UV editor. I then selected my model and used the Planar tool. I used the X axis and this brought up my entire character. I then Right clicked and selected UV shell. This allowed me to click on each shape and move them bout on the UV. I reorganized my UV so that it was clean and simple to use.

I went into photoshop and created a swatch with 512 pixels by 512 pixels as this is the size of the UV editor. I then made cubes that were 52 pixels wide and in height. I then chose the colours and duplicated them.

I then created this:

I then selected my entire model and created a new Lambert called UV Squash. I then clicked the checkerboard beside Incandescence and selected my file for the colour squash. It was important to place my squash in the source images so it can be easily found. I then rearranged the UV's as some of them had some different colours. I fixed this by scaling down the UV shells and realigning them in their suitable colour.

For certain faces that had different colours I was able to select the faces, then go to planar and that was able to cut it out and I was able to drag the UV shell to the appropriate colour.


This is the end result:

To export my model i selected my model, wend to file, game exporter. I then used these settings:

I then selected an appropriate path for the file. I then open up an blank level and imported my models. When importing it applied the textures and the Skelton.

I had to fix the material as it was a lit material. To change this I selected unlit. I then plugged the material into emissive colour. I then pressed 3 and right click to allow me to create a colour node that I can turn into a parameter.

This allows me to change the colour of the entire model. For instance i can change the tint of the model to a light purple to fit into my scene.

I was then able to add the animation to the blueprint and it applied the pose to the character in the scene.

Once everything was set up I organised my files and I also uploaded my files to codecks. This helped the environment artists as they were able to access my model and import it into there scene. I also uploaded my Squash and my character scene.

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