Main body (on which textures are twisted) contains 2 material IDs for insides and outsides (maybe that`s the issue). When I imported mesh as obj this issue disappeared, but unreal merged inside and outside materials into one.
So if you know, please tell me if obj support dividing single object`s faces in multiple materials (and if yes then how I can do this)?
Or how to fix that strange twisting with fbx?
(screenshot of my wireframe/Material IDs/UVs) (I know that my wireframe is far from ideal but seems it`s not what causing issues)
you can figure that in the way that make points on the yellow side and link them each other to figure out.
In not certain imagination, that maybe because your UV has been pulled long and your lines became long, and cause different place of yellow should be became different length, so you can just make some points on the side and link them try to make a fix.
For OBJ.
OBJ will only take as different meshs .
For example, if you do not merge the mesh as one, it will export as many as meshes you have in the file. but if you merge them as one, they always merge the texture too.
Thanks! Is there a way to combine 2UV sets into one material? (I have textures for outside and inside, but only 1 material slot, so maybe it’s possible to combine textures ? Maybe there’s some kinda nodes for UV combining? )
Okay, so basically multiple UDIMS require VirtualTextures checkbox to be on in project settings. This way I combined my 1003 and 1004 sheets into VT and applied on single mesh which is right what I needed. If someone struggles with same problem check out this 2 videos, they are really helpful.