Apply textures to all walls and line up

Hi guys,

I am creating a scene that has a few walls using the Wall_Door_400X300 & Wall_Window_400X300.

How do I ensure the material (M_Brick_Clay_New) applies so it looks like one wall.

I found a few threads that say right click and select adjacent but I don’t see that option in Unreal 4.

Cheers

I have tried adding the material directly to the static mesh and dropping 2 walls together but there is a definite shadow at the join.

Is there a way to build a long wall with doors and windows so that the ‘bricks’ look like one wall.

Cheers

Also If I then use a wall_Window_400X300 next to Wall_Door_400X300 and place them side by side the brickwork does not line up.

Cheers

Hi Steve,

For your first post with the dark seams, this actually looks like you’ve not build lighting yet. If you build lighting this should get rid of it.

I set up a simple scene like yours, hit build and the seam was gone. If you’re still seeing a seam you can go into World Settings > Lightmass > Adjust the Indirect Lighting Smoothness to something like .6 and adjust Indirect Lighting Quality to something like 2.

For the edges not lining up this looks like those assets are not aligned for their UVs to be the same size. This would need to be fixed in an external modeling software to make sure that the wall_Door and the wall_window had correctly sized UVs.

If you have any other questions feel free to ask! :slight_smile:

Tim

Thanks for the reply Tim,

I can’t seem to find a basic tutorial to start building lights for my outdoor scene.

Can you point me in the right direction please?

Cheers

I learned it’s also important to note that the material itself can have UV scale values that aren’t 1:1 to the UVs in the FBX. One of the Epic-supplied clay brick materials has a UV scale of 0.5 for instance. It took me quite a while to learn that’s why a material using the same texture applied in UE didn’t have the same scale as in Blender. So, leaving that at 1.0 in UE means all control over the UV scalling is done in the external modeller. See this image.

What I’ve still yet to figure on the modelling side in Blender is how to set the scale of the UVs accurately and precisely so that in the case classic12 mentioned above, for example, the two completely independent models, have their textures line up perfectly in UE. Still searching the vast internet for the answer to that… (I’m new to both of these tools.)

See the big Build button at the top of the level editor? Whack it. Or use the pulldown menu to the right of it and select “Build Lighting Only”

This page in the docs explains https://docs.unrealengine.com/latest/INT/Engine/QuickStart/6/index.html