Hello there, I’m new of UE4 I’m starting right now to playing with.
I was testing the UVs with a temporary diffuse and normal map on the engine and I found a difference on the seam under the nose:
here’s the render with mental ray:
Nose is
this is in UE:
Is subtle but you can see that a seam breaks the normals on the mouth and under the nose the line is not contiguous.
These are the UVs:
Do you think is bad uv mapping? Any advice is very appreciated.
Ps: I’m working in multitile, but that is not really important because is only for practical reasons. But since I’m here I would like to ask:
Is it legit to use 2 materials that differs only for the maps? I mean, I’ll prolly use a mat for the third uv tile, but the first and second ones are PRETTY SIMILAR (fur and bits of skin), I would use one material for these, but AFAIK multitile texture on UE is not so good, is that correct?
Well that’s useful, I didn’t really know about that! I’ll sure read some of those threads, thanks!
After a day spent searching for the problem, tweaking uvs, see if exporting worked fine, serach for faulty triangulation problems, at the end, I found out the problem about aligning textures this morning, in the static mesh editor, I had to tick an option about “full precision UVs” to display the maps correctly, this is the result:
I’ve another question, material related for multitiled UVs, I don’t know anything about this:
It is good to use 2 materials on one mesh that differ only on the textures, will it render good? Or is there a way to use more textures with one material?
I mean it’s not a problem to me to use “different” materials on one-piece mesh… I would like to know if it’s good to do this instead of multitile textures.