Great tutorial as always!!! I didn´t know how to used UV mapping in UE and now I have a good knowledge to start to experimenting. Thank you very much!!
Thank you very much for this and all other great tutorials. I have a ton of self made Sketchup architectural designs witch i use in UE (5.2). Now, UV's are the weak points on Sketchup. Could you do a tutorial on such a model? I have log cabins and all the way up to apartment buildings, all with interiors.
UV Channel 1 is often reserved for lightmaps, which are used in traditional baked lighting systems to store lighting information.Since Lumen does not rely on baked lightmaps, you do not lose any dynamic lighting information by not having UV1 built.
@@sarkamari Great Thanks. I notice that the XFormUV tool doesn't show the layout live in the video. (You have to switch to Layout to see it). It would be nice to show the layout at the same time when in the XFormUV Tool.
great tutorial! but I am facing a problem where, my mesh has 2 UV maps which are both incorrect and useless, and when i generate (auto generate) UVs, they look pretty good for my purpose and I even bake some AO textures with it, but then when I preview the UVs in the static mesh settings, its not updated to my generated one. And the AO baked texture does not even fit on it.. do you have any clue why that is ? :/
Nice work, But how to i Auto Unwrap or even Project UV data to another Channel other than 0.. ? It always shows UV 0 as the channel, but i might want to use a different UV channel for my Diffuse vs my Curvature map for example?
UE is in the early stages of modeling and uv work. For more accurate customisation i always suggest to find tune everything in your preferred DCC and leave only the basic stuff to tweak in UE
Hi thanks for the video it is great! Do you know if there is a way to export your UV layout you make in Unreal as an image so you can use it as a reference layer in a program where you are making the texture? Without that feature I feel like a lot of what we can do in Unreal for making UVs is pointless unless you are just adjusting to an existing texture.