I’m very new to Unreal, and really enjoying getting to know the engine, but I’ve come across something seemingly really basic that is starting to make my hair fall out…
Imagine a building with a row of rectangular window openings. When I UV map the wall in 3dsMax it looks fine, but after exporting it into Unreal the mapping is wavy/distorted around the openings. I’m guessing its triangulation related and seems to be worse the longer and thinner the polys. Triangulating in Max and converting editable poly to editable mesh doesn’t help, nor does turning triangulation off in the FBX export. I’m using Max 2014 (and exporting as FBX 2014), Unreal 4.9.2 and my graphics card is a slightly creaky Quadro K3000M.
These images should show what I mean (please ignore the stone block courses not matching in the depth of the wall/window reveals):
Now I’ve found a solution - which is to create new horizontal and vertical edges around the openings, like this:
But is subdividing the geometry really the answer? In some situations eg: around curved arched windows this could really add to my vert/poly count. I’m not sure I’m happy about adding geometry that isn’t really visible… and I’m also a bit puzzled about how I’ve managed to get away without encountering this issue with other game engines in the past. I would really appreciate some help with this - is my geometry at fault or something else? Thanks!