Unwrap problem

Hi guys

I’ve got problem with my model in UE4.

As you see it don’t likes good…

This is leafs ue4 material:

And UV channels,

channel 0:

channel 1:

This my 3ds max model:

Model consists of leavs layers and bowl layer. Both have separate UV unwrapping.

Bowl unwrapp:

Leavs unwrapp:

What could you advise me :slight_smile: ?

(sorry for my english)

Are you sure you are using different map channels in Max?

In max I use channel 2 for unwrapping. Im doing the same like in this movie

But it doesnt work…

This is my fbx model :

https://www.sendspace.com/file/w79d3o

Could you check it, if the uv map are correct?

if all the leaf’s are pretty much the same, Just add them in to the same Model and UV just 1, Then duplicate it for the rest… it makes allot more sense then having a screen filled with the same leaf texture over and over… Just make sure you do the texturing for the 1 leaf before duplicating it for the other’s…

You will save Data and render times if you do it that way

You cant use “combine meshes” when you import your model, as you can clearly see, both uv channels are now overlapping. You either import uncombined or you combine them in 3dsMax and repack the already exisiting UVs

Your UV’s are really bad, and your leaves are way too high poly, it would be better if you just made them a flat plane with a few loops for bending with a opacity mask of a leaf for a texture.

Ok guys, thanks for help a lot.
Now it looks much better:


Now UV’s :

channel 0:


channel 1:


Is it everything correct or I have to make some adjustments ?

You could optimize it a little bit and instead using a different material element for the soil and concrete part use a mask and Add/lerp that together.
The texture is not overlapping, so it would work and save you one drawcall on the mesh.

Yeah, you really really need to optimize the mesh, that’s an insanely high polycount for that.

But what is a good unwrap method from max to ue4?
I use the Unwrap modifier and the do a flatten maping.One of the mods said the uv’s are bad like this.
Could you please explain why, and if possible the correct way?
Thank you. :slight_smile:

The flatten tool in max will create too many unnecesary islands. Itsok to start with a flattening just to un-mess the default UVs and see what components you have.
But then you should refine your unwrapping a little better.

I recently tried to make a video tutorial on modeling with the focus on unwrapping, but AVS seems to stop recording after 8 minutes for whatever reason.
Once I fixed that, Ill have another take on that.
Or I make it as a Youtube broadcast. Got some more requests via PM, so I guess there is interest :slight_smile:

what this guy said ^^ :smiley:

I wonder why he is not lecturing at SIGGRAPH :smiley:

Thanks man, makes sense
Good luck on the tutorial :), help is always apreeciated.