I’m getting some weird scaling issues when trying to apply to my cladded wall… I’ve made an instance of the master material to change it dynamically so I can see what’s going on - and what seems to be happening regardless of which way I adjust is that the texture scales up to a certain point (still really small) and then goes back down again.
The texture is definately there because if i move close to the wall I can make out the pattern. But it’s just not blowing up so it’s big enough to see the wood grain texture…
The size of the texture is 1024x1024 so should be big enough…
Hey,
I had similar problems, when my UV islands where scaled very big or far off the center of my map in Max.
Instead of scaling the islands I used higher tiling values on my texture map
and made sure that the islands where located close to the 0 to 1 space in UV Editor.
After exporting the model again and reimporting in Unreal the problems were gone.
You may have to adjust your materials TextureCoordinate node for the correct tiling values.
Hope that helps.
Something I tried that worked was un-ticking the check box that says “use real world mapping”. This allows me to adjust the uvwmap. But the problem is when I go to bake my lighting un Unreal, it turns black.
And every tutorial I’ve watched to unwrap doesn’t mention anything about changing this setting. So I must be missing something.
I imported a simple desk model into my project tonight, applied textures and it does exactly the same thing. So I must be not unwrapping properly…
I watched another tutorial tonight where instead of using a uvwmap and uvwunwrap modifier, he used 2x uvwunwraps instead… maybe ill try that method after trying yours…
You need to have another value becieds 0 going into the Texture scale parm you have. Right now with a value of 0 nothing is going to show. Try inputting something else like a 1 or a 10 and see if that helps. Also what values are you using in your texture coor for x and Y?
So I went with my initial hunch and tried a different approach to UV mapping. I added 2x UVWUnwrapping modifiers and unwrapped the textures on the channel 1 map, and then unwrapped my lightmap on channel 2 instead of adding a UVWmap on channel 1 and a UVWunwrap on channel 2 - and VIOLA! It’s working!!
For some reason the UVWmap was messing up the textures… I have no idea why because all my other meshes use this mapping modifier and I don’t have problems. And every tutorial I’ve watched uses a UVWmap modifier. So I’ve found a work around but maybe someone can chime in here so I can understand whats going on aswell as anyone else with the same problem in the future…