Hi folks, I’ve been focused on modeling for the past couple of months while UE4 has progressed like crazy.
Today I imported a simple model I created in 3D-Coat to test the texture exports and I’ve had this happen to me before, but now I’d like to finally get to the bottom of this so I can understand what I’m doing wrong compared to earlier versions of UE4 that didn’t exhibit this issue.
I’ve search like crazy on “black materials” to no avail - quite simply, I created a mesh along with its associated texture maps (base color, rough, metal normal AO etc.)
When I directly apply those textures to a UE4 material, for some reason the metal channel always makes my model turn out dark??
If I apply the same textures in Unity, the model come out looking exactly like it did in 3D-Coat? Again this started happening to me with what? UE v4.10, perhaps even v4.9, don’t remember now:
http://www.willbelljr.net/public/unreal/BlackTexturesInUnreal4.jpg
Perhaps UE4 requires more now compared to in the past when it comes to the material setup?
http://www.willbelljr.net/public/unreal/SimpleMaterial.jpg
I’m hoping I’m just overlooking something simple, or I just haven’t kept up with UE’s development, and I’m missing a newly required step to correct this.
I remember in the past, that a reflection probe added to the scene seemed to solve this issue, that’s not working at all now.
Please, any help or pointers on what I’m doing wrong with my texturing for these latest versions of UE4 is appreciated!
PS - I’ll add that I’m letting UE4 create the UV1 lightmapping UVs, which looks quite similar to the model’s UV0.