Good day everyone,
I’ve been following some tutorials on a subscription site, and this particular tutorial detailed building a low poly tree asset specifically for UE4. Unfortunately, the import pipeline wasn’t shown, it was just a simple how to create them for the engine. I followed every step in the creation of the tree, which I’ll outline briefly below.
The problem: When I import the tree into UE4, I seem to be losing over half of my foliage. I’ve attached two images to show the difference in how it looks in Max, and how it’s being viewed in UE4. My only guess is there’s something going on with the foliage normals, backface cull, or something to that effect. The first image is in UE4, and the second is the same angle from Max.
The tree trunk is a cylinder with diffuse, normal, and specular map. The foliage panels are a 3 sided cylinder in the middle (A small branch), with 4 planes that have a leaf texture on them. The texture was made in PS, with the xNormal plugin used to create the normal map, and in the tutorial he made sure to say to change one of the Y directions to Y-. I don’t fully understand why, but I did do that step. The foliage panels have diffuse, specular, opacity, and normal maps. Very importantly: When I applied the foliage panel, I made sure to tick the checkbox marked “2 sided material” in max.
I triangulated the mesh before export, and in the FBX importer I ticked “Smoothing groups” and “Tangents and binormals” as per the FBX Static Mesh Import Pipleline tutorial on the UE4 wiki. I’ve tried to export with a few different settings applied, all to no avail. The next thing I’m going to investigate is the material editor in UE4, as perhaps there’s a 2 sided material option there that I need to tick? I’ll go check that out, but if anyone has any suggestions please let me know!