Hi All,
This is my first official post here, so be gentle … I recently started delving into the Unreal Engine, which is fascinating, and I’m presently developing a small, interactive environment for the Oculus Rift using C4D R16 for modelling as well as the latest Unreal Engine, 4.8.
While I’ve made great strides in terms of what I have set out to achieve, I was hoping I could ask for your help. Having read every thread on the subject I could get my hands on, I have been unable to solve the below problem.
Basically, I am unable to successfully import any FBX geometry made in C4D, regardless of its complexity, which has the following characteristics:
- 1 UV channel for texture (whatever projection, dependant on the geometry)
- 1 UV channel for light map (unwrapped properly)
- 1 Phong tag to smooth the mesh (you know that whole C4D smoothing groups chestnut …)
It seems as if, when using 2 UV’s (named as whatever), Unreal seems to somehow disregard the Phong tag, regardless of the Phong angle, angle limit, edge breaks, putting tags in different orders, etc. However, when I use just one UV with the Phong tag, unwrapped or just projected in any configuration, it smooths the mesh as expected when importing to Unreal as an FBX.
I can’t for the life of me get an answer as to how to get all 3 to work. I need separate UV’s for texturing and light maps and don’t want to be limited in using the properly unwrapped light map UV as a texture map as well.
I’ve uploaded 2 simple spheres with a checkerboard materials as .C4D files and their associated FBX’s to Dropbox with my methodology as to how I’ve gone about this thus far.
Link to the folder here: Dropbox - Error
If possible, I would appreciate it if anyone could have a look and let me know if I’ve done something wrong?
The two C4D files :
Smooth Sphere.c4d - 1 properly unwrapped UV and a Phong tag, angle limit 35 degrees
Faceted Sphere.c4d – 2 UV’s (unwrapped and projected) and a Phong tag, angle limit 35 degrees
Lastly I’ve included JPG screen shots of both the C4D export and Unreal import settings as well as a screen shot of both spheres, side by side, inside Unreal. As you can see the one is right and the other wrong / faceted despite having the other characteristics I need. I can / have tried to subdivide the meshes I use to within an inch of their lives in order to get it smoother. But this is, as I’m sure you’ll agree, not efficient for gaming geometry, especially not for the Oculus Rift.
I really hope all of the above makes sense and that someone is willing to try and help. Any advice is greatly appreciated.
Thanks !