Setting up and importing a complex mesh into Unreal. (Multi-IDs and custom collision data). I will cover setting up your model for export (setting up the multi-sub object material in 3dsMAX, and creating/naming the collision data), exporting the model, importing it, checking the collision data, and setting the imported static mesh’s materials. This is a medium level tutorial. Please watch my other videos first if you have trouble with this one. Follow me on twitter: @javahawk

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I have a floor plan and a plan for the ceiling material and 2 with a UV maps for all but UDK only recognized as a single object with a material and two UV maps, therefore, complained of overlapping UVs, and putting a material in both the floor and ceiling.
This lesson has been very useful if you can imagine. And “UCX_” much to the creation of 3D simply crash-package is great too. Thanks!
when I can import my models UDK I get the following error: (Creation / import ratio of the number of vertices ([n] / [n]) is higher than expected percentage (percent [n] vs. [n] per cent expected) also tryed with a primitive object, a cube to be more precise, and always gives me this error, but when I add other segments of the error that does not seem … Any help would be great Thanks avancebtw usind me 3DS Max 2010. ASE exporter with the options shown in the video
@ MrKhaern Well I have decided, just so if anyone else is having the same problem make sure that every part of the actual texture of import multiple textures and color not only a 3ds:)
I have followed through this exactly as explained and whenever I can import my model is not a unique material LODinfo. In 3ds hardware identifier is created right and see the three parts of the model chosen individually. What might be the problem?
I think I love you!
Are you at all familiar with the program “Blender”? is the impact zone of the same custom in the blender in this area?
It’s great! Thank you.
Thanks for this!
heuykiller @ In fact, I missed is that you need an image map that emissions (bitmap)
Heuykiller @ Nevermind, I read that the material needed a bitmap / deactivate the workplace.
@ Alaknas mêmes.Comment exactly the problem I have to do to solve this problem?
I can not do that, I’m doing exactly what (as long as you say) a model with three sub-object, two different textures, no errors in the export or import, but the model UDK has imported a single element in the LODInfo instead of two (like materials) or three (as in the sub-objects), you know what is wrong?
excellent tutorial, you still have to talk a little need directly importantu a map in the diffuse UDK materials used to recognize the individual items in the static mesh editor
@ DanteLovesPizzaAussi, if you do not want to apply the materials, but rather a solid color? Or is it possible and I have to use a material? I am bound by my AA card allocation, some of my law need a solid color as a bathtub, sink, lampshades, etcPlutôt that the use of a material, it is possible to simply apply a color to it?
Question, I see that you are able to apply materials in the UDK to only some parts that you specified in Max. e. g. Hardware is only applicable to this “neck” of all is that UV rays are registered and therefore, the same material is chosen to apply to the UDK, knows how much material should be in? No I have my mesh texture then I wonder if it is possible to apply a material to a “face”, with brushes UDK where you can select a face from one box to apply a material.
I wanted a tutorial on how to import the model and had a tutorial on how to make the model. Thanks for wasting my time.
Justin712 @ Yes, absolutely, that’s exactly what many development teams prefer a high level.
Thus, following the same design as discussed below, would it be possible to have a completely static cartographic base mesh? (No brushes World)
ur an absolute legend. . . I had a mesh that is machined as a bridge and my room was walking by himself and fell through the floor, but the heart of a collision method has learned to order my level now cheers UNI friend:)
Thanks a million
Yes, that somehow the policy you want to take. You got it.
Although he said the speech is a type of tile, I can only import a mesh on the ground yourself first. Then the walls are being felt, green, with wood trim. I thought I could import the mesh wall with two identity cards and put them above the ground. Do you think that works?
I would like to separate each object in place and do not import the whole scene as a network. If he did as a network, you have to use tons of identification, and is just not practical for what you want faire.En separate each object, you can reduce to 1-3 ID (should never need to go more than 3 – 4 object identifier to be honest). And most items are only for identification.
Thanks for doing this, but I am a bit worried because I’m about to start making levels intact (such as static shots) with 3D Studio Max, but I think it will be limited in my textures using multiple identifiers for the various materials such as the difference between the floor, wall, bed, desk, etc? Is there a way around this, while primarily using Max as an editor?