Stretched metarial on static mesh

I have an issue with this simple table. I created this in Blender then imported to Unreal as .fbx but my metarial looks problematic on this stuff. I tried applying faces, smart UV rewrapping thing, adding triangles, importing with tangents or letting Unreal to recompute tangets itself. Some errors gone, some new found but I didn’t see any visual impact. I am done with this and desperate as a beginner.

If anyone has a possible solution please share below.

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It does look like the UVs. Just try a box project :slight_smile:

Your reply wasn’t much describing but it gave me a clue about where to start. Well, now I have this nice looking house. Thanks a lot.

I have another problem about UVs but I think it is another subject.

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Sounds like it’s related? :smiley:

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