Hello, I have a static mesh that I imported into UE5. When I imported it, all was well, the mesh was totally fine. But, after a while of adding lights to my scene around the mesh, somewhere in there, (not sure when exactly it happened) the mesh’s textures looked completely off. I’m assuming it’s the UVs causing this problem, but I am not very experienced so I am not sure why or how to fix it. I also have tried re-importing the mesh, but it is the same every time, same with restarting UE. Any help would be appreciated!
Update: I imported the mesh into a new test project, and same results. Also tried downloading the same asset again from sketchfab, but still same results. I saved some screenshots earlier before I noticed the problem and realized it was wrong before I noticed it. Maybe I was wrong about it being fine before but breaking after? So maybe the mesh was broken the whole time, and I didint notice it until now. Any help?
Update 2: Here is the link to the asset on sketchfab. I used the glTF format, as FBX has issues with auto creating materials, and requires much manual material and texture work.
Hey! Thanks for helping. I found out because of what you said that each material has the roughness and metallic texture using each RGB channel. The roughness and metallic textures on each material are using the RGB out instead of R or B etc. I guess this caused this issue. My quick fix is to just disable these and leave them, but I plan on making my own individual materials for each pre made material that way I get the full quality intended by the model creator. The reason I cant change the materials that are pre made is because the pre made ones are material instances and not master materials. The master material is an engine provided one for glTF so I don’t know if I want to change that. Anyway, thanks for leading me to find this, you earned a solution!