I am very new to any kind of content design, and this is my first time ever using Unreal Engine 4. I watched a Youtube video on making a simple square room which I did, but I want to use my own textures since I actually plan on making my own game. I took some pictures of the carpet in my room. The pictures are 2560x2560 (125% scale of 2048x2048). They are pretty high quality and should look good on the floor. But it makes them into a bunch of little boxes, I just want it stretched to fit the entire surface.
I am a huge noob at this so please explain everything very simply and in detail.
The answer is here by
Plainly: Open up your material, right click go to landscape->texture coordinate node, make a node from texture coordinate node to your texture map and there adjust it
If you are having problems, see here how to set up a coordinate node
Uhm⌠is there any simpler methods? I tried following your directions and 's and have no idea what youâre talking about. I tried watching that video but he is very hard to understand, even after rewinding and listening many times I canât understand what he is doing.
You donât have to listen, you just have to see WHAT he does. Iâm not on pc atm, when I go home I will take pictures to show you exactly how it is done if by then no one else hasnât explained to you.
-either export the mesh into a 3d program and create a new uv map
-or use the texture coordinate node -> open the material - add a texture coordinate node and connect it with the uv from your diffuse map - in the node settings change the scale
Also can you tell me if this is correct? The carpet would be the texture, that blue map node is what actually gives it the texture looking like grass (is there a better map for carpet than grass??) and the texture coordinate node will let me scale it?
Uhmm I donât really understand. What is a mesh? I took a square from the BSPs part of the menu and changed the size to how I wanted it, the copied it, dragged new ones out, rotated them and whatnot to make walls and a roof.
You have to connect the texture coordinate node with the UVs from the diffuse texture sample
The normal map (the blue thing) will add âdepthâ to the texture -> you could generate your own normal map especially for your carpet texture
Are you sure? I donât see how I can do it in the details menu anywhere. I looked several times before even posting this. Also, a constant2vector, constant3vector or constant4vector? By roughness, do you mean the field just marked âR?â
As I assume that you dont use a static mesh (question before) you use a BSP brush -> BSP brush = the in-engine geometry (I personally wouldnt use them for your levels -> not so good for the performance = mostly they are just used for prototyping)
My floors, walls and ceiling are âStaticMeshActorsâ instead of âbrushâ so I donât have surface properties⌠did I just waste hours doing this when I canât even scale my textures properly???
Because of the reason that I mentioned above (ânot so good for the performance = mostly they are just used for prototypingâ) + your meshes wont be just basic shapes (e.g you canât create a high quality character with BSP brushes) + you cant uv map your mesh (so no complex textures) -> thatâs why you use static meshes