I’ve got two questions I need help on if anyone could lend a hand
Please
Question-1.
When you are using more then one texture on an object doses it make sense to use more then one map channel setting for each texture on the mesh to control each textures orientation differently?
See I couldn’t figure out how to control both the scaling and movment of the textures separately on this mesh so the only way that makes sense to me is to assigning different textures to different ID’s and then copy and paste as many UVW map modifiers as need and then just set different map channel settings with in each new UVW Modifier.
Doses this sound correct or am I making more work for myself?
There are only two textures on this mesh, each texture has a different channel setting in the material window so it only made sense to me to give both UVW map modifiers a different cannel setting to reflect back on the materials channel settings in the material browser. But is that the long way of doing it?
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Question-2
Correct me if I’m wrong on my assumption, but it seems as though the UVWMap is mainly used for getting the texture "dimensions" set while on the other had the Unwrap modifier is mainly for "moving" the textures?
I don’t get why Discreet didn’t just merge them both into one modifier. I mean do I always need to use them both for moving and sizing my textures for Unreal static meshes?
Thanks
Question-1.
When you are using more then one texture on an object doses it make sense to use more then one map channel setting for each texture on the mesh to control each textures orientation differently?
See I couldn’t figure out how to control both the scaling and movment of the textures separately on this mesh so the only way that makes sense to me is to assigning different textures to different ID’s and then copy and paste as many UVW map modifiers as need and then just set different map channel settings with in each new UVW Modifier.
Doses this sound correct or am I making more work for myself?
There are only two textures on this mesh, each texture has a different channel setting in the material window so it only made sense to me to give both UVW map modifiers a different cannel setting to reflect back on the materials channel settings in the material browser. But is that the long way of doing it?
--
Question-2
Correct me if I’m wrong on my assumption, but it seems as though the UVWMap is mainly used for getting the texture "dimensions" set while on the other had the Unwrap modifier is mainly for "moving" the textures?
I don’t get why Discreet didn’t just merge them both into one modifier. I mean do I always need to use them both for moving and sizing my textures for Unreal static meshes?
Thanks
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