UE4.11 Eyeball Material Issue

Greetings all,

So upon working with the new eyeball material and geometry I encountered an issue. All I did was export the eyeball from the content examples, rescale and put it in place on the character. I rigged it and then exported it from Maya the same way I rig and export anything from Maya. Put it back in the engine and there is a black spot on the bottom of the eyeball. You can see it in this screenshot.

Anyone know what’s causing that blackness at the bottom of the Iris color?

97009-eyeball_issue.png

Could you try to move the light around, please?
Did you make any changes to the material or is it just completely unchanged from the Content Examples? :slight_smile:

I made no changes to the material or the geometry. All I did was rescale it, put it in place and rig it. That’s all I did. Moving the light does not fix the issue.

Hmm, no, I meant, move the lights to see if the splotch changes position.
Could you set it to “Detail Lighting” and take a screenshot, please :slight_smile:

Here’s with detail lighting. When I moved the light the splotch seems to stay in the same place.

97010-eyeballdetaillighting.png

Yeah, it doesn’t seem like it moved. Hmm…it looks…weird.
How does the wireframe look? Could it be that some of the vertices have collapsed?
If anything, could you try to import the eye, as a new model? Not scaled or rigged, just to see if it’s the eye or the material?

Well, I just checked the vertices count. In Maya it’s at 770 vertices. In UE4 it’s showing 802 vertices. That’s correct though because in the Content Examples it’s at 802.

Yes. And 1536 tris. I will try to play around with the eye and see if I can figure anything out. :slight_smile:

It appears to be associated with the model being rigged to a skeleton. If I just import the model as a static mesh I don’t see the splotch. If I rig it to a bone and import it the splotch seems to appear.

I think I figured it out!

The import options. I had it set to “Compute Normals” instead of “Import Normals and Tangents”

That means all I have to do is reimport the models with the correct settings and that should fix that.

Ah! Yay! Good job! :slight_smile:

The solution to this issue is simple for anyone that encounters it.

In the import options make sure you have the Normal Import Method set to Import Normal and Tangents. Do not have it set to Compute Normals or you’ll get this issue.