It's for the turbolift walls, ceiling, floor, door, and guard rails, and beams inside the turbolift.Hi Perfecto. The UV map that you have posted, is it for a single object in Maya or multiple objects in Maya?
I really appreciate you experimenting with that. We are still interested in the idea but more specifically, we're interested in having gravity pull you to the outside walls. So if you were inside a sphere, you could walk on the inside surface.Something you've mentioned earlier in this topic made me try to experiment something on a rubik's cube-shaped building that has gravity pulling stuff towards its center with 3x3x3 rooms rotating around its center. . .
Well, so far I've noticed that only one gravity generator can cause a 180 degree pull towards the center of the cube (the ball goes diagonally towards the center and gets blocked by the wall in the first room).It's for the turbolift walls, ceiling, floor, door, and guard rails, and beams inside the turbolift.
I really appreciate you experimenting with that. We are still interested in the idea but more specifically, we're interested in having gravity pull you to the outside walls. So if you were inside a sphere, you could walk on the inside surface.
Edit: We havn't tried experimenting much since we are still unsure what we want to do. We've been brainstorming different ideas but so far nothing grabs our attention. Until we do , I'll keep working on ds9 but there's a chance we'll end up doing something that doesn't require weird gravity requirements haha.
You can have any number of objects. The limit is determined by the number of materials that you will be using for the mesh in UDK. So, you can have 9 objects that will be using 3 materials in UDK. By looking at some of the static meshes that comes with UDK I've noticed that the average number of materials per mesh is one or two with some going as high as 4.Secondly for each polygon I copied the UVs in map1 into a new UV set (map2).
The trick here is that the UVs for both objects in the first UV set (map1) are not bound to the 0,1 UV space. You can make it as big as you want (Useful for tileable textures) or they can even overlap.
For the example the UVs for the big slab is well outside the 0,1 range while I kept the UVs for the small slab within the 0,1 range.
For the example I created two lamberts and assigned one to each object. I found out the hard way that the assignment of different materials to the objects in Maya actually causes the "splitting" of the static mesh in UDK. The import process in UDK automatically combines separate objects in the ASE file that share the same material.Next step was to export using axmesh. You can decide whether you want to convert the objects to triangles yourself to let axmesh do it for you. The import process in UDK will also do it if not already done.