edit: screenshots posted below
i’ve been trying to solve my problem for weeks now and cant find any posts or videos that help me.
i hope someone in here can help me.
so here is my working process and problem:
- creating editable poly in 3ds max
- adding simple materials as placeholder
- unwrap uv (2x)
- import fbx to UE4
- apply material and get mad
if i create a static mesh in UE4 and apply a material, it looks as it should. if i apply it to the 3ds max’ mesh, its sizing and sometimes direction is wrong.
a) the material changes direction on different elements of the mesh (lets say i have a static mesh which is a floor with a few elements, the texture of some elements will go horizontal and others vertical)
b) the uv tiling size is totaly wrong
i am aware, that i could use texcoord to change the tiling size and rotate the material (if the element has a material of its own).
but thats a hell lot of work for me, as i have to manage a material for every mesh i create and i have to many meshes.
Is there a way to export the mesh in 3ds max to match the settings of a mesh which was created in UE4?
ps: i want to manage materials in UE4, not 3ds max.
Thanks in advance for any answer that might help