Material distortion on a Sphere

I need help with a material.
I want to make a shield with a hexagon material.
But the hexagons are distorted at the top and bottom:


How do I get rid of this?

That’s my Material:

You’ll most likely need to make a new sphere mesh that isn’t LatLong unwrapped.

Is there a default Sphere like that in the Starter Content?

Not that I am aware of

:frowning:
then how do i do a sphere like that?

You would use a 3D modeling package, something like Blender. It may be possible to do something similar in Unreal’s new modeling tools plugin but I’m not familiar with them.

Another thing you can try is ticking ‘use high quality UV’ in the static mesh details ( static mesh editor ).

there is no “use high quality UV” option in the static mesh editor.
I tried everything, that sounds similar like that, but nothing worked

I tried that out, but nothing changed

Oh wait, you mean this should be hex shapes also?

image

If that’s the case, then you need to move the UVs so that basically the side of the sphere is on top.

1 Like

yes I mean that.

thx, but how do I move the UVs :laughing:

Easiest way is to make a half sphere with shifted UVs in Blender. I think it’s also possible to move the UVs around in the material. I have to ponder a bit…

No, I take that second part back. You have to fix it in Blender. You either have to move the UV map itself sideways, of take the side of the sphere instead of the top, as the mesh.

Even then, you would have pinching at the side.

So you basically have to chop about 45% of there sphere to get your dome, not 50%.

I tried that out.
And that’s the result:

This still doesn’t work the way I want it to.

All hex shapes near the 2 poles are still not in the right shape

Looks like a good case to use triplanar projection, check this video (and more of the series) :

Why is it so hard to make a Hex Material

It definitely does work, because I use it.

You can’t have a whole sphere, just not possible. But you can have what looks like 1/2 a sphere.

Tri planar will make it worse… just sayin… :wink:

so this is the final result?

This is still LatLong unwrapped… you need to unwrap the mesh differently so that the UVs dont converage at the poles

1 Like