Hello Guys,
I importet my Mesh and Textures from Blender into Ue5 seperatly.
the thing is i cant see my texuters in ue5 Lit Mode, only when i switch to Unit mode i can see them a little bit.
I dont know whats wrong, a few weeks ago it just worked fine, but i had to make some changes in substance Painter, now i dont get the textures to work
That’s a weird name for a mesh Did you have a look at the UV in Unreal? UV0 should be the material UV and UV1 your lightmap UV. How do they look like?
Im not quiet sure how to change the UVs or where i can see which one is the material, but infact they look almost the same
The thing is only my base body has this dark tint, the eye mesh and everything else works just fine. The cube to the left has the exact same material as the base body. The settings in blender are exact the same for each mesh.
Select your Base_Body, go to Object, Apply, All Transforms (That menu is at the top)
Go into EditMode (TAB), select FaceSelect (3) and press A
Use ALT+N and use FLIP or RecalculateOutside (your normals are flipped)
Create the UV map again. (due to wrong normals your UV map is flipped)
I changed it inside the file and added a base mesh with new topology. You have too much vertices in your mesh. There are a lot and that is not good.
What you should do is to use the lowpoly mesh inside the engine. You can use the highpoly mesh to create your normalmap. This can be done in Blender via baking. batman.fbx (1.6 MB)
Yes, you have to use retopology methods/addons/programs.
E.g. Autoremesher, InstantMesh etc
Or you start your meshes/characters the other way. Create a lowpoly mesh with cubes, cylinders, adjust them, combine them, use SmoothShading, use SubdivisionSurface and then after that use that “lowpoly” to sculpt your details.
Okay perfect , i already thought i have way to much faces and vertices but i lost so much quality using remesh/addons etc, guess i have to dive a little bit deeper !
But its my first model.
thank u man! appreciate it big time !