Material getting distorted in imported mesh

Hello, so I’m facing a problem, When applying materials to the imported mesh, it gets horribly distorted as seen in the image. No amount of tiling modification helps resolve the problem. The mesh has been imported from rhino, but i haven’t done any kind of UV mapping or anything along those lines, primarily because i don’t know how to do it. The mesh in rhino seems fine (pic 2), but when imported into unreal, it goes berserk. Any solutions to this would be a huge help.

P.S. The mesh was first imported from maya into rhino, and from rhino exported to unreal.


Does no one really have an answer to this?

Could it be a normals issue? How is UE interpreting them when importing? In Maya, it might be worth looking at them. I know sometimes when exporting from something like Rhino or sometimes even Blender, the normals can be a little odd. In Maya try selecting the object, then (in the modeling menu set) Mesh Display> Unlock Normals (sometimes they are locked…), then even just a default Mesh Display>Soften Harden Edges, and re-export the FBX, double-checking all the smoothing options.

If that’s not it, then at least you’ve eliminated it being a normals problem.

Hey Joel, thanks for replying. So I managed to fix the issue. I went back to rhino, and UV mapped the texture using the bounding box option, under the planar mapping/box mapping functions. That did the trick :slight_smile:

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