Changing Decals / Texture Locations On An Existing Model?

Discussion in 'PC Editor Discussion' started by jonking#8454, Aug 8, 2024.

  1. jonking#8454

    jonking#8454 Member

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    Hi All,

    My original intention for my WIP 2002 GWE timetable was to reskin the HST and 166 into Great Western Trains and Thames Trains liveries. You will note from my other thread that I have had some reasonable success reskinning the HST into green and gold GWT livery but have found it impossible to reskin the 166 as the way the original textures have been setup means they distort around the cab / end doors. I have also been unable to amend the decal locations and types on the HST.

    My problem with the 166 is the way the existing textures are setup makes it impossible to reskin. I experience a similar issue with the 158 which I tried to reskin into Regional Railways / Alphaline Livery. The very basic / crude screenshot below shows how the regional railways livery distorts on the base 158 livery around the EMT livery "swooshes":
    example.jpg

    Is there a way to edit the models so that:

    - I can edit and relocate decal types and locations?
    - I can edit how the textures are applied to the models?

    I assume the texture issue is down to the original model UV mapping but wouldn't know how to change this?.
     
  2. Tomas9970

    Tomas9970 Well-Known Member

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    While it's not very memory-efficient, I would just re-skin the train with the secondary UV layout used for the livery editor and then overlay the modified areas over the original texture with a custom material.

    You should check for UV distortion first though. Preferably with a color grid texture.
     
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  3. jonking#8454

    jonking#8454 Member

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    Thanks that sounds promising - how would I access the secondary UV layout / apply it to the model?.
     
  4. Tomas9970

    Tomas9970 Well-Known Member

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    Second UV channel is just part of the mesh so if you haven't already, you should export the train model and look at it in Blender. There you should see all of the UV layouts (including not-so-useful stuff like headlights) and pick one that looks promising (probably the second one).
    UV layout.png

    As for specifying it in UE4 (if you know basic UV work in materials), I think you just have to set the "Coordinate index" in the Texture Coordinate node and plug it into the Texture Sampler.
    UV layout 2.png

    Sorry but I don't really have a more elaborate example at the moment.
     
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