Good Morning! really hoping someone can help…I found some rock meshes that i absolutely loved, but they were in the unity asset store, i emailed the developer asking if it was ok if i buy them and use them in unreal, he said yes, so i bought them. I exported them and imported into unreal, but the uvs are all messed up, and even applying the texures, they dont look right at all…i am absolutely gutted as they would have worked perfectly…im wondering/hoping someone will be able to help me? i would be SOO dam grateful…thank you so much for your time.
“All the shaders are made with Amplify Shader Editor.”
It probably has a shader node network behind it’s logic (accumulating snow etc).
You probably need to rebuild this for it to work.
The page also mentions that the textures are arranged as atlases so it probably does some uv shifts in the shader graph to get the correct offset.
You’d probably need to post a uv unwrap screen shot along with the corresponding textures (you can watermark it if you want) to let people get a better grasp at what the problem is.
Hey there @Nate1232! I recommend that you check out the UV’s and verify they are all good in a program like Blender before importing to UE. Then likely you’ll have to remake the materials as they aren’t quite the same unreal side.
hey dude, thanks for gettign back to me :), ill get some screenshots and post them, in case they might help ( im still a beginner so if i dont post the correct things i am truly sorry)
Is that the only uv channel present in the mesh? (could there be uv channel 0,1,2)
If you select other rocks I’m guessing their meshes will fall into the rest of the spots not used on the texture, or are those the uv’s from all meshes already?
thanks buddy, aye, dont really know unity very well, but after discussing the issue with multiple people yesterday, i am still well and truly baffled lol. the rocks have like 3 uvs…and they are not just using one texture atlas…my head is pickled lol…shame, really liked the rocks …ill keep trying but oof…what a headache
Use some custom rotator node in the material editor to see if you can find an angle for your texture, then if you do just create another set of images with the rotation values in some image editor and import those to unreal