Looks like all the faces get flipped during export for some reason. Go back to your modeling program and flip all the faces(polygons) of your model, then export again.
Hi ,
It looks like your normals are inverted. Flip them and it should come out the way you intended. If this does not work, try creating a second UV channel.
When importing a textured (or un-textured) .fbx or .obj file the textures are applied to the inside of the object instead of the outside even tough it looks correctly in blender and the wire-frame looks correct
how it looks :
Wire frame:
How it should look like:
any ideas how to fix this?
does not work, on a side note, do dds textures work in unreal engine? cause that may or may not be the issue right now ._.
anyways here are the files containing the textures and model i’m trying to get working, if you manage to get it right please tell cause i have no clue why this is happening, and i have no clue what i’m doing wrong (side note, running ue 4.5)
it looks and works fine in other programs (like maya) except that those programs don’t want to export it to unreal engine
hmm, that’s odd, cause i tried it with both the invert normals check-box checked and un-checked
well that’s because those 3 objects originate from a 2 part mesh, where the face, feet and hands have to be able to be moved independent of the body (although they all belong together) i’ll send it off to our designer and see if he can invert those specific faces and solve the issue, anyways thanks for helping, i assumed it was a issue on ue4’s end since the model works fine in maya and blender… weird…
Hi ,
We had a look at your mesh and can confirm that over half of the faces are inverted. If you invert the face normals it does come in correctly. Below is a screenshot of your mesh with the faces as they currently are and what they look like after inverting the face normals.
It could be problematic because the faces are both inverted and normal. Your hands, feet, and face all seemed to have the normals you are looking for, but the rest of the body had inverted normals. You may have to manually adjust the sections as opposed to inverting the whole mesh.
This kind of issues can occur in modeling phase while mirroring or attaching parts of a mesh, so it is not something on UE4’s end.
You can check by enabling (or disabling) backface cull in max/maya/blender.
In most cases (and most 3d packages) you can visually notice when a polygon is inverted because it will be darker/grayer when selected.
You can also go into the properties window of blender and, for your objects, turn on the face normals. If the normal traces are showing inside of the object instead of facing outwards, those normals need to be flipped.
I’m new to Blender, and kinda new to UE4. I’ve read all the replies, but i’m still not sure how to solve this issue. Do I invert the normals in Blender, or is there an option in Unreal? And how do I do it?
Hi ,
To flip the normals, take your model in blender and enter the edit mode. Go to Mesh>Faces>Flip Normals. If this seems to make it worse, go to Mesh>Normals>Recalculate Outside and it should adjust the normals to face outward.
Okay, that worked, they’re all correct now, thanks for the help
It also could be that the blend mode needs enabling in the material so it is changed to Opaque. Might be no need to reimport into blender. Go to he material, ensure two sided is checked and above this option you will see blend mode. Tick it and change it. Might help someone as I have just been shown.