Hi, I made a static mesh and skeletal mesh from one object using the same material, however they look completely different. How can I make the skeletal mesh look like a static mesh
That’s probably the difference between a dynamic object and a static object. They behave differently with lighting.
This is understandable, of course, and I need to somehow improve the quality of lighting the skeletal mesh and remove these dark spots from it.
Also, for some reason, the roughness map has changed, on the left the mesh is more glossy than on the right.
The material on both of them is the same.
It looks like the skeletal mesh is trying to smooth all of the polygons together rather than splitting the smoothing groups
For some reason,smooth information is removed when importing into a skeleton mesh from FBX.
I need a skeleton mesh for animation. As you can see, smooth information is present (blue edges)
Make sure “Import Normals and Tangents” is enabled. And try triangulating your model before import.
Thanks, the enable option for “Import Normals and Tangents” helped me!
Yeah, looking at it again, with daytime eyes, that definitely looks to be the case. I do know that there can definitely be differences in lighting between the static and dynamic actor modes though.