When I add a material to my static mesh I got this weird stripes on all top surfaces. On the side it looks fine (doors 'n stuff). How can I fix that?
The mesh was exported as a FBX from 3DSM
UE4.9.1
When I add a material to my static mesh I got this weird stripes on all top surfaces. On the side it looks fine (doors 'n stuff). How can I fix that?
The mesh was exported as a FBX from 3DSM
UE4.9.1
It looks like your UVs on the hood are simply stretched.
How did you create the unwrapping?
It looks like a planar projection from the side.
Could you post a screenshot of your UV layout?
I only exported the scene into FBX and then imported it into UE. The model was completely done.
Here’s the UV layout. What a mess…
Oh, wow… that explains a lot. The UVs are all over the place.
Appearently not for the use in a game engine.
Im afraid you will have to properly unwrap the model yourself.
Might be a little work, but its not a too complicated model afterall.
I would say, 3 to 4 hours of dedication should already give a nice result.
When you do the unwrap,keep in mind that you will also need a non-overlapping UVset for the lightmaps with a bigger padding between the islands.
(I wouldnt use the UE4 integrated unwrapper). This way you can save yourself some work.
Although its a car, you might want to light it sometimes stationary in a garage or something…
Hmmm… too bad I have no idea how to do that XD
But I’ll find out. Thanks
If you send me a link to the model, I can give it a try
Or take a look at this tutorial: ?v=XtHYHXogotw
Select the model.
Click the modifiers tab (second tab on right side)
Select Unwrap UVW from the modifiers pop-up to add an unwrap modifier
Click Open UV Editor… button
Press the red square “faces” button in the bottom-left toolbar
Control-A to select all faces
Select Mapping → Normal Mapping
Select Box Mapping in the dialog pop-up menu
Press OK button
You now have a “less bad” UV mapping to start working with. Note that the previous texture is unlikely to fit this texture, though, so you’ll have to re-paint the texture.
There are ways to “render to texture” on this new mapping to transfer the old texture to a new mapping, but those require more than a 10-step checklist to set up…
Note that the Normal Mapping map isn’t particularly efficient in using texel density, so you probably want to move around/scale the various bits and pieces in texture space to get truly “game efficient” art.
@:
Yes, they will be “better”, but will most likey not end up in “good” results.
The default mapping is good for simple objects anf it were just the outer shell of the car, then maybe, but as this car has a complete interrior, the default mapping will most likely be really cluttered and not all to good to work with. It will show a lot of seams since the alignment would not be matching for each island…
In this case here you would have to do individual projections on parts of the mesh.
It also totally depends on how “expemnsive” the render job should be. If its affordable to have several draw calls, then you could use multiple elements, etc. Currently the model has a lot of them. They can surely be reduced by clever UV layout and smart masking…
Thanks for the tips, I’ll give it a try