How to work with sizes correctly?

For example, I have a mesh, created by me, and a 512x512 texture. I add the texture to the model using materials in Unreal. Normally I have to fight with the coordinates to get the texture to square where it should be located.

Is there a process and measures to take into account to save me that work?



Focus on the UVs. What are you getting on channel 0 in the static mesh editor?

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I do agree with @ClockworkOcean.

Do not scale your texture, adjust it with your UVs. Import your image in your DCC (Blender) then adjust your UVs. When you will import it in Unreal, you’ll only have to put your texture in to make it fit perfectly (You basically visualize your texture in blender before importing in Unreal Engine)

Hope it help

Should I separate that face from the rest of the mesh so that it has its own UV mapping? I think I’m beginning to understand the problem.

Not necessary. You only need to have two material (yes your UVs can overlap each other)

Thank you guys.

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