Originally posted by Starstreams
but where do the textures go in the Max folder so that you can bring them in into the material editor. Also: do textures is Max need to be 256x256 or128x128 just like the ED? I mean if I apply texture coordinates to a brush in Max I plan to use in the Ed, doses the textures size need to be the same size to come out the same in the Unreal-ED? I’ll be honest, I’m still a little green with this material editor in max, very powerful, but definitely takes some getting use to.
Originally posted by Starstreams
but where do the textures go in the Max folder so that you can bring them in into the material editor. Also: do textures is Max need to be 256x256 or128x128 just like the ED? I mean if I apply texture coordinates to a brush in Max I plan to use in the Ed, doses the textures size need to be the same size to come out the same in the Unreal-ED? I’ll be honest, I’m still a little green with this material editor in max, very powerful, but definitely takes some getting use to.
Originally posted by Starstreams
Spooge, I got what your saying, but where do the textures go in the Max folder so that you can bring them in into the material editor. Also: do textures is Max need to be 256x256 or128x128 just like the ED? I mean if I apply texture coordinates to a brush in Max I plan to use in the Ed, doses the textures size need to be the same size to come out the same in the Unreal-ED?
Originally posted by PROMAGNUM
Actually what it does for me is not even show the tex I imported into ued on the object.
Once i import the brush it is tex'less... so that is were Im missing how it works, basically it does keep the cords but I have to place the tex on it in ued,even if the tex from max is already imported. Seems pointless but oh well.
Was there something that you wanted to say @kuma or did you change your mind?
Originally posted by Spooge
Then something is not right. I have yet to have this problem, nor did anything like that come up in the testing. Your sure the textures are the exact same name? They need to be the same name in Unreal as they are in MAX.