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I have created a map using UDK and I am exporting it as a .fbx for use within an XNA project.

My question is, can I generate a UV map for texturing the map or is there an easier way to texture a map made within UDK to be used in an XNA project?

Thanks.

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when you say you exported a map, do you mean a piece of geometry (for example the terrain of a level) ? or did you make an entire level with assets etc.. within UDK and export the entire thing? –  MephistonX Apr 2 '13 at 14:28
    
I created the map using the BSP brushes then exported it all as a .fbx –  RonnieB555 Apr 2 '13 at 15:59
    
if you were keeping it in UDK Vertex Blending would be an option udn.epicgames.com/Two/VertexBlendingTutorial.html im not sure if this is possible in XNA or if you would have to make it custom, the other option is to uv map the bsp in your desired modelling package and texture as you would a normal asset but with a larger map - even better would be to break this asset down into multiple assets so you dont have to use huge textures - just lots of small ones –  MephistonX Apr 2 '13 at 17:34
    
So are you saying to texture it within UDK then try and export the textures built into the model? –  RonnieB555 Apr 3 '13 at 9:01
    
sadly i dont think you can do that unless you build the game in udk - you will either have to export and cut up the asset into small texture sizes - or implement your own vertex blending method in XNA –  MephistonX Apr 3 '13 at 11:50
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