Hi, I am beginner and I have some problem. In Blender I have created a mesh used as a walkable plane. Everything is OK, but faces extruded during modeling have weird stretched texture. No other faces, only those extruded (by E in Blender). Where is the problem? Is there any setting in Blender or in UE4 to solve it? Thank you very much!
You need to learn UVW mapping so that any models that you make have texture coordinates.
Generally speaking, you could just unwrap the UV again.
Unfortunately that will “damage” the rest of the UVS.
Best solution may be to select Each face in Face mode, and Unwrap the face. Texel density won’t be preserved either, so that may prove an issue too.
This seems like a Decent “source” for understanding what Texel is and how it works:
https://www.artstation.com/artwork/qbOqP
In a little more detail, when working with a mesh as the landscape you need to slice that mesh up into smaller parts.
Let’s say 10m by 10m squares.
This becomes important for Occlusion purposes - the ability of the engine to hide pieces when not needed - which in turn is important for Performance.
If you re-slice your mesh geometry, it would become easier to get a correct texel density going for the areas you extrude ad-hoc (by hand).
You’ll almost always have to modify the UVs by hand or via one of the Blender built in algorithms.
Thank you very much guys for your advices. At this time I have very poor experience with UV mapping so must learn a lot and keep trying. Meanwhile, If there is any other tip to help I will appreciate it.