Hello, I know there are several similar threads about this issue, but I couldnt find a solution.
I have this simple box for using as a floor. Normally in 3dsmax I use UVW Mapping for this kind of meshes. Then I add another Edit Poly modifier and select each face for adjusting the texture.
All of these UV Maps are in channel 1 of the mesh and they are just the Diffuse map for reference in UE4. -pic related-
When I have all the object textured, I add a Unwrap UVW modifier in channel 2 for lightmap.
Now I export the fbx, and import it inside UE4 deselecting textures and materials.
I create a material with the wood texture attached to base color (no Texture Coordinates as I’m not scaling the object and I want it 1:1) and I apply the material to the mesh.
I build the lightning just in case and this is the result :
Wood grain is smaller and its not maching the different faces. I could trick it using Text. Coords, but for large projects it would be unviable.
Am I doing something wrong? I’ll appreciate any kind of help.