I’m trying hard to make a good scene with the new Quixel Megascans library ! I’ve downloaded a few assets and materials from their library and I’m beggining the creation of a scene to test eveyrthing in 4k
But I’m having a hard time to deal with the assets… I’ve tried to build a material for each asset (mostly rocks and branches etc) but the end result is always a dirty uniform color like brown … The normal map, the roughness etc seems to be good but the albedo of the asset is always lost in the final rendering I don’t know why … Can you help me ? I’m a begginer with materials , I succeed with the ground materials from Megascans but I can’t have any decent rendering with the assets …
As you can see I have several maps for this asset :
1 Albedo map
1 Bump map
1 Displacement map
1 Fuzz map (do you have a tutorial on how display this kind of maps ? don’t know how to deal with this !)
1 Normal map
1 Normal Bump map
1 Roughness map
1 Spec map
Why my end result is this awful brown uniform color ? My albedo is well connected on “Base color” why it does not display the real texture ? It’s odd because the normal map and the roughness seem to work …
I’ve connected only the displacement and the normal map , do you think is why I don’t have my albedo displayed on the asset ? Because I should be able to connect a lot of maps and , at least, have the albedo displayed no ?
Your Base Color is hooked up, and that’s the Albedo input.
Is your texture coordinate set correct?
I’d map a simple resolution 256 map with 16x16 black/white squares onto the mesh, to make sure the texture coordinates aren’t horribly stretched.
Other things to look at:
Is your normal map sampler set to “Normal” map type?
Your ambient occlusion looks very dark.
I’ve broke the links of the channels of my material to try to put a uv checker on my asset to see if there is a kind of deformation , and here what I have with this setup . So everything seems to be waaaaaaaaay to stretched up … but I don’t know why because their assets seem to be already unwrapped … I tried to put a texture coordonate node to scale my UV checker on it and everytime I had just a uniform color depending on the numbers I’ve added in the material UT and IV tilling part . I’ve also tried to Mirror U and V but did not change anything …
The normal map is correctly set as normal in the sampler type . Yep the AO seems to be a bit dark I agree.
I’ve opened the .fbx file in 3ds MAX and open the UV editor by adding a unwrapper modifier just to check and the asset is unwrapped correctly , so strange ! It’s coming from something I did not set correctly in UE4 for sure !
Hey, I have the same problem with the UVs of the Megascans in UE 4.13… somehow the UVs are not imported, i guess they will fix it in 4.13.1. To fix the problem you could import the mesh in Maya and export it again to UE.
For the Fuzzmap I use this simple setup:
: yeah they never have a decent documentation for their tools … It was also the case for Quixel DDO & NDO when it came out …
: do you mean the static mesh editor like in the first screenshot in my first post ? The engine lag like crazy when I click on " show UV" and it does not show anything …
: The static editor is it like in my first screenshot ? because it seems that I was in the right place , but nothing shows up when I click on the uv editor
Sanity check - I noticed right away that your mesh is 1 million polygons - did you accidentally input the high poly model into Unreal? That would explain the lack of UVs, and the texture stretching.
: Thanks for the fuzzmap setup and your advice ! I will export it again with 3ds max and it should work !
[MENTION=2791]James Steininger[/MENTION]: holy sh*t … That’s why … I miss clicked and imported the highpoly and the lod 0 but only worked on the wrong one … the highpoly one … omg … I will see if the problem is still her with the LOD 0 !
I replaced the high poly with the lod 0 and yes it’s way faster to compile shaders and stuff … BUT I have nothing display … I imported the lod 0 in 3dsMax , I’ve put the modifier unwarap uvw , everything seemed to be ok and I collapsed everything and exported everything. And did not changed nothing … Now the material is just black and I have 0 UV displayed in the static mesh editor …
Maybe you can try it with Maya? Just import the megascans fbx into Maya and then just export it as an fbx again. I tested it out with different FBX-Exports: 2013/15/17 and it worked for me…
: thanks a lot ! I will test with Maya tonight ! It should work for sure ! Thanks for the thread with the error , it was made in front my computer to export again and again and have nothing exported … thx