Textured fbx not matching uv's

hey folks -

haven’t the faintest idea what’s going on here. just finished texturing this road - dropped the texture in max to check it out. then exported as fbx to unreal - applied a material with the same texture (as they shoud match) but it’s way skewed!

anyone have an idea what’s going on?

below in max:

and here it is in unreal: :mad:

Did you use any specific material features like rotating the texture or tiling the texture? if so then you’ll have to redo those in your UE4 material.

nope - this asset is about as simple as it gets. did planar mapping - created the uv’s - painted my textures - and applied.

as you can see from above - in max it drops right into place. but in unreal - a mess!

below i’m showing the basic uv shell - the id mask created - and lastly, the texture…

? confusing…

oh and here’s something i’m not understanding - just dropped a texture coord - and i’m seeing some string features. is this normal?

alright - not sure how this worked - imported the orig obj into max into a new scene - then exported as fbx - and voila! it works. weird…

I’m guessing then the UV’s got messed up somehow, almost looks like each polygon got mapped directly. I don’t think you need those loops through the middle for when you did the lines unless you need to bend the road mesh.