UPDATE: PROBLEM SOLVED!!! I MOVED MY UNWRAP FROM CHANNEL 1 TO 2 IN 3DSMAX. DON’T ASK ME WHY THIS WORKED BECAUSE I HAVE NO IDEA. BUT IT WORKED.
I have a serious problem that I can’t seem to fix. I made a car mesh, unwrapped it in max and when i export it to fbx and import it into Unreal it has a different unwrap. Strangely it looks semi-similar, like it uses the same uv islands, but the placement of these islands is almost completely different. Therefor all my textures appear out of place.
I have looked everywhere to find what is going on but I can’t find it. When I import my mesh into substance painter everything is fine and normal.
I also thought, maybe it’s the automatic UV unwrap for lightbaking or something, but i only have 1 channel, which is channel 0 that shows the strange unwrap. When i look in max my unwrap is on channel 1, which is odd. Because Unreal should just import my mesh with it’s channel 1 unwrap. But it’s almost as if Unreal doesn’t find any unwrap and just generates one itself. But in substance painter or 3d coat my unwrap is imported just fine.
Can someone please help me?
Thanks in advance!
strange unreal unwrap:
actual 3dmax unwrap (the one it should be)
it’s effect on my mesh