for example 2048-1024 texture maps, can ue4 read these correctly and if so how to make it work?
it’s a current problem i’m wondering if there’s a solution to.
yea, non-uniform powers of two are also fine.
so 644096 is just as good as 40964096.
not sure what you mean with how to make it work, it just works.
Just need to unwrap your mesh properly if its for a static mesh or skeletal mesh.
just be sure its all in powers of two. so 8, 16,32,64,128 etc.
not 111x42 etc.
Also, be sure to mark my answer as correct
ok cool, I knew i’d seen it done before but it wasn’t displaying properly for me(unless i hit padding power of two), but now I know it’s a step i’ve missed somewhere to fix, cheers.
Yeah will do, I’m pretty sure the mistake I made was on the left unwrapping it like I would and other uniform map and cropping the space, wheras from looking at some Model’s from actual games that did this, they actually seem to strecth it along the uv map and then resize the texture in photoshop or something like on the right. at least I’m pretty sure that’s where i messed up with the cape i’m showing(just tested it and as far as I can tell that fixed it.)