I just started learning UE4 and I have a question regarding applying a custom material I created of the earth to a sphere brush. I have attached a .jpg to clearly illustrate the problem. I can not get a correct representation of the earth material I created onto a sphere brush. On the attachment I also show that I tried aligning the adjacent surfaces of the sphere brush and then apply the material. It is obvious that the UV mapping is not correct. But I am not sure how to fix in the Unreal editor. Is this something that I have to do in another 3D program such as Maya to get my material to applied to the sphere brush correctly?
When I apply my custom material to a UE4 mesh called “BallMesh” (a static mesh) the material on this mesh looks perfect. Shouldn’t I be able to get my material to work without a lot of effort on the sphere brush?
Brushes are really not meant for this type of use. You really need to use Max/Maya/Blender/Etc. for this type of work for a host of different reasons (UVs being one of them).
Thanks for your reply. I was thinking that was the case. You mention there are a host of different reasons why you would want to make more complicated meshes/geometry in Max/Maya/Blender. Could you mention a few? I ask because I want to have a solid understanding of the workflow.
UV’s is a huge one - basically mapping your texture to the 3D model. Baking lightmaps (with secondary channels), preserving detail and smoothing groups. For more intricate models, 3D meshes are less computationally costly than say, a brush would be (most of the time). Also, if you ever wanted to re-use an asset, brushes make that nearly impossible.
You also can’t animate brushes during gameplay and you have less control over its properties and options (say shadowcast for example). There are probably a few more beyond the 5 or 6 reasons given so far, early morning for me.