Texture never appear

Hello guys !
I am a bit frustrating and I am seeking any advice on the issue :

  • I am trying to place a texture on my mesh objects, but they all the time appear as a dull color or something. The actual texture never show. I’ve tried with scaling etc… using even other materials which have textures, but it just keep staying like this.
    ( sorry for the ultra noob questions btw :expressionless: )

Here a glimpse of my last messy try :

Update :
I’ve dragged a simple box on the scene and apply the very same material. The material appear on the box as it should be, but not on the rest of the objects I needed to…

Have you uv mapped your objects? The default cube you pick in the editor has been uv mapped, that’s why the texture look good.

Hey Thanks You for the kind and fast answer.
You were right. There is an issue with the mapping.
Seems like the “Steam Roller” create a wrong mapping or I am doing something wrong. The result above hapened with “Steam Roller” export, I’ve added “Unwrap UVW” manually to the mesh and this time the texture appear correctly but only on the floor. The walls got textures as well, but somewhat distorted - just in one direction expanding endless…
What could be possible this issues ?

Can you show us the uv channel 0 and 1 of the wall in ue4, what they looks like?

That seems to be because of Texture size. You need to have ^2 textures.

well… to be honest… I have no idea how to do that… Please link me somewhere to read on guide me if possible please.

In UE4, open the mesh and click on the “UV” button in the top ribbon. You can then switch between the channels with the drop down on the right of the UV button.

I’ve switched it a number of times - nothing happens.




Here the model of the wall which causing the issues ( if helpful )
444.zip (22.2 KB)

UV Channel 0 is the UVW Map of your textures. This is what your UVWs look like. It should look like your UV Channel 1.

You should break down your meshes so that each wall is its own mesh. That way each wall will have its own UV space for textures and lightmaps. Ideally each wall face would be its own mesh, then each wall face would have a full 0 to 1 UV space.

I think you’re getting ahead of yourself in terms of 3d modeling. Your problem is very basic but its quite difficult to explain to you because you don’t have the knowledge yet of UVW maps. You should put UE4 to the side for a bit and get a grasp of the basics, with tutorials like this: https://www.youtube.com/watch?v=EEtPGUovpK0. It will make your life a lot easier in the long run.

Thanks ! on it.

I would like to clarify something.

  • The all of above happens only when the UV unwrap is done in Chanel 2. If I done ( manually ) ( as in the tutorial above ) it in channel 1 everything seems fine, and the textures appears correctly. ( there is bad shadows anyway ).
    Am I doing something wrong, or the general tutorial ( about channel 2 ) is wrong ?!
    or
    Is there is some better covering tutorial on UV mapping, which is explained in details the issues related to Unreal 4 and how to avoid them during the UV mapping in 3DS MAX, since even following the tutorial carefully I am ending with messed up results.

The is the workflow I am following after watching the tutorial and the related articles I were able to find on the forum.
Please - tell me where I do it wrong, and how to fix it ?










both the cube and the exported object share the same texture material, anyway the object never gets it’s texture properly.

One thing you could try: Once you set up the UVW unwrap modifier for channel 1 collapse the mesh and add a new one for channel 2. (Or just do it with 2 stacked uvw unwrap modifiers, one for channel 1, one for channel 2).
I’m not sure whether this is a max 2017 issue or something different but i’m pretty sure i’ve run into the same issue.

in max you have uv channel 1 for texture and channel 2 for lightmap. Those become respectively channel 0 for texture and channel 1 for lightmap in unreal.

If you apply a checker texture on your objects in 3ds max and just use a uv map modifier, select box mapping, scale it… it should work fine in unreal after that. You just need to use steamroller for unwrapping channel 2, for the lightmap. Channel 1 can overlap it’s ok, so for a simple wall like this, just use the uv map modifier!
Applying a checker texture let you see if there is distortion or not. If it looks good with a checker map, it will look good with any square texture once you apply a unreal material to your mesh.

After that, you generate your lightmap for unreal with steamroller or any similar script.

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