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 4m4m 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.