Howto create static mesh in Blender with same texel-density as starter-content assets

Hello guys,

I’m struggling on how to create static meshes in Blender that have the same texel density as the assets from the starter-content or BSP’s.

Preliminaries:
I followed GeoDav’s tutorial on how to setup Blender to have the correct scale (Blender UE4 Setup - YouTube). So I have a the result that 1 meter in Blender matches 1 meter in UE4 Editor.

Problem:
I want to use some materials of the starter content without adding a TextureCoordinate entity to existing materials.
The problem is that due to my uv-mapping problems the materials look very stretched.

[4x4-scaled.png]

So in this example I’ve used the starter map with these two chairs and the table. On the platform, which is 4m4m, in front with nothing on it I’ve applied the M_Tech_Hex_Tile_Pulse material from UE4’s starter-content.
Then in Blender I’ve created a simple 4m
4m plane. Went to edit-mode, pressed “a” for selecting all, then pressed “u” and selected “Smart UV Project”. After that I’ve saved the Blender project and exported to .fbx.
The UV-map goes here:

[4x4-uv-scaled.png]

I’ve read many posts, especially on this forum and came to the result that I’ve got my UV’s wrong. Well now I’ve got to determine how to get my UV correct.
A post in this forum took my interest where zeOrb showed a static mesh that has the same texel density as UE4’s assets and therefore has no struggle with materials of the starter-content.
([Question] Submission guidelines - Textures/materials - Marketplace - Unreal Engine Forums)
Ignoring Tim Sweeney’s addition right beneath, I’ve started a little chat with zeOrb (real nice guy) and asked him how to approach such a texel density. He came up with an easy thing: 1 texel maps to 1 meter in UE4.
So I would have to multiply my UV-vertices by the size of the plane. Done that my UV-map looks like:

[4x4-uv-good.png]

After saving and export/import I’ve got the result I wanted:

[4x4-good.png]

So if you look at the uv-picture above you’ll notice that the bottom right vertex has a x-value of 256. Doing this multiply operation for all vertices delivers the demanded result.

Well everything is fine now for quadratic objects. But now there’s my main-problem.
I want to build a modular house. I’m going for the floor first. The measurement is 8m width and 10m depth. Now for the UV, I multiply the x-component of the both most-right vertices with 8 and the y-component of the both-most top by 10.

[8x10-uv-scaled.png]

Saving and export/import again:

[8x10-scaled.png]

So the material is messed up again. I know that this is a legit result due to UV-logic and I did not get my UV-map right.
My question is now: How can I UV-map my non-quadratic static mesh in Blender so that starter-content materials get applied in a nice way?

I’ve watched tutorials on YT like From Blender to UE4 - YouTube but i can’t transfer this to my case.

I appreciate any thoughts, comments, help, links and critics.
Thank you and have a nice day.

Oh, seems like I’ve mistaken, sorry for that :frowning:
You should multiply UV uniformly! By 10 in this particular case, because you’re scaling whole 0-1 sector

With scale by 10 you mean multiply them x-vertices by 10 and not by 8?

Well I did this and here’s the UV-map:

And here’s the outcome:

Still quite stretched. What’s wrong in here?!

You have not mapped UV properly for your mesh, as I said earlier - you should use planar mapping in Blender(Probably have some alternative name) for this model, ie:

There we go:
Go into Edit Mode -> “a” select everything -> “u” Unwrap Options -> “Project from View” -> Now in the UV-Editor same values as before (width goes mult by 8 and length goes mult by 10).
Now there’s 1 texel = 1 meter! Be aware that you don’t notice the difference between “Smart UV-Project” and “Project from View” in the User-Interface of Blender.
Thx zeOrb.