sometimes i have problems when i import meshes in fbx. The mesh looks like it has stretched uvs but they are not. I tried exporting from maya and 3ds with same resulst.
although usually is dead on, you could also check which way your faces are turned because it almost looks like a lighting problem from faces turned toward the inside.
(you can do this check in UE4 Editor for regular meshes)
Hello thanks for the answers.
No errors when importing the mesh and i also checked the faces and there aren’t flipped ones…
When i import the mesh in obj format everything works fine, except the automatic light map does not look good and i want to make it myself. Does obj support a 2nd UV channel?
if the uv’s look stretched in ue4 then that has happened in your 3d program, i suggest you check them again using a squared material like the one i use in my tutorials , i think maya comes with one which has multi-coloured squares with numbers (just google “uvw map texture” and you’ll find what i mean).
its also posible that who ever did the uv map used copy/paste on the uv’s, sometimes this works fine other times you get the above results
Well i could not find out why was this happening. The uvs looked fine in the uv editor but when i applied a texture it was stretched.
What i did was to export it in obj format from 3ds to maya and there i made the 2nd uvs set manually. Exported in fbx to unreal and now works fine
I’m having this issue as well with some meshes… Using 3Ds and I’ve used /Unreal for years and I’m pulling my hair out with it… When I find the answer I’ll post it up.