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Getting strange tiling effects from Blender to UE4

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    Getting strange tiling effects from Blender to UE4

    Hello,

    I am trying to use a basket mesh exported as FBX from Blender. I have subdivision surface, solidify and triangulate modifiers applied to my mesh from Blender. I have UV mapped according to multiple tutorials, make a second UV channel etc. I still get unexpected tiling effects when I apply the material to my basket mesh but when I apply the material to a basic cube exported the same way it looks like it should. On my basket mesh the material tiles in small sections and turns the tiles horizontally/vertically which makes it look like a bad patchwork while on my cube the same material simply shows up uniformly and accurate. I can't seem to upload a picture or attachment here so I can't show what I mean. I have tried clamping the texture instead of wrapping it with the same results. I have tried using texture coordinates to correct it but still have the strange tiling. I am guessing I have a problem with UV mapping but I am really at a loss here. Any help would be greatly appreciated.
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    #2
    Adding modifiers from blender and exporting will almost always give you problems. And with these modifiers your polycount will most likely be too high for a prop of this size.

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      #3
      Thanks for the quick response. I did not see anything in any Blender to UE4 tutorials that talked about not applying modifiers but I will have to look into that. Would it help to use a different 3D render program? Keeping within the lines of my budget, being $0, I need to stay with the freebies.

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        #4
        Could you maybe post a screenshot of the tiling artifact?

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          #5
          I unfortunately cannot due to a "database error" anytime I try to upload it. I did however get this resolved in a bit of a workaround. I exported as OBJ from blender then used Autodesk FBX converter with perfect results and an immensely smaller resource size. Thank you both for the help!
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