Applying materials without it being stretched

Don’t worry, it is just that the material is node-based.

For a mesh, eg. a cube or fbx or what not…

For example, in Unity, one would add an image to the material, for say the diffuse texture. Then one would scale/align the material, eg. 1:1 or tile it 4x4 etc (following of course the UV wrapping of that mesh)

The thing is that in Unreal all those “fiddly bits” of a material are node-based.

Node-based is a bit crazy at first but once you get used to it you won’t want to go back to non-node-based.

You edit the Material (double-click the material) in the Material Editor.

Each Material has different “slots” for base color, metallic, normal, just add each image in the node editor (Material Editor) and then connect the dots.

To start of TextureCoordinate is very useful to help with all the scaling issues.

After that there’s Multiply and even cool stuff like GI Replace that really makes the node stuff shine.

Then Material to Material Instances… That’s the bomb, once you see that it’s hard to go back.

Try: ?v=F7xRc-iSLXg

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