I’m pretty sure that UE4 is handling UV Map’s a lot differently than other engines, I myself was having issues while trying to import my first model due to the fact the UV Lightmap was off and it spammed errors. There’s also been a few posts maybe this might help you out for handling the funky looking texture.
thanks for the info S0T0, but I think the problem there is related to the uv map of the mesh.
My problem is simply to import the texture, this looks as shown. Maybe it’s a bug in the import?
There are a few things that this could possibly be. If you could send a screenshot of the texture editor’s details panel that will help me narrow it down.
Also before, make sure that under view all of the Red,Blue,Green are checked and in some cases it helps to check Alpha as well.
What is the original imported file format? Try importing as a TGA or a PNG, if it isn’t already in one of those formats. JPGs are accepted but it will be compressed twice which could cause the artifacts that I’m seeing.
The file format is PNG, but I’m seeing that in Windows Explorer the picture looks, white …
I leave here the image to download, maybe it is helpful.
note that this also happens to me with other textures (not all of them).
Edit:
I would like to add other screens with other textures with similar behavior.
the screens show the textures imported into other engine (unity), and the same textures imported in UE4
I think the problem may be something basic, but because of my ignorance i can not solve it.
Thank you!
Ok I think I have a part of a solution for you. The stretching pixel effect you are seeing in the UE4 images you have posted are the engine rendering null pixels where there is no pixel information at all, it should ultimately have no effect on your material in UE4 because those pixels will be alpha-ed out anyway.
The latest comparison with the rock texture from unity is what got me to understand the issue. You are comparing a finished “material” in unity to a singular texture in UE4. Unity will automatically combine and display textures that are named according to their naming conventions. In UE4, you need to actual make a material and assign the various textures to get your finished material look.
I would be happy to give you an example if you can upload all of the textures used on this particular asset or assets.
Thank again for the reply.
I had no idea about this:
“Unity will automatically combine and display textures that are named according to their naming conventions”
I upload the textures that were shown, the wagon and the cliff.
If you could give me an example, I’d be even more grateful
ok, thank you very much for the reply and for taking the time for it.
From what I see in the pictures that you show, I can still see the same problem I mention.
Here is a screen of the problem (with the material like yours)
As for the wagon, if you look at the upper left corner of the texture from the image that you uploaded, you can still see the pixel strech (like a line). The second picture on this thread shows as it should be.
I apologize for the inconvenience. I honestly dont know if it’s a problem with my textures or something related to UE4
I zoomed in and I notice the same thing on my end. This pixel stretching has to do with the way the texture itself is constructed and the reason it looks “white” in a preview view of the texture in windows. The saved textures actually do not have an alpha channel at all but the alpha values are saved in the pixel information. So in other words, you have a pixel value of a particular color with a transparency of X. This happens when the Alpha map is applied to the texture and not kept as a separate channel with R G and B. To show you what I mean I ran an action in Photoshop that raises the value of the alpha to make the image an unmatted as opposed to matted alpha image. Essentially this raises the alpha value without effecting the color of the pixel.
It is the white that the engine reads as stretched pixels and the unmatted format in Photoshop reads them as they are a full alpha-ed value.
Ultimately my suggestion is to go back to your original texture, hopefully a Photoshop image or other image editing program and save the texture in a format that will preserve the alpha channel and not flatten the information into the texture’s RGB channels; a 32 bit TGA.
Let me know if you are still confused about anything -