whem the mesh is prooptimized and imported, material doesnt apply properly

ok, so the object was really high poly far above 100k vertices, so I prooptimized it with 3ds max up to like 10% and then created unwrapped uvw there, imported to UE4 and then regenerated uv in the editor. shape looks great but
material just doesn’t apply properly. metal materials instantly apply as black for example.

Can anyone give me some tips?

Thanks in advance

ps, how many vertices are usually suitable for a single object in the typical room scene?

Can you include a picture of your material setup? It’s probably more related to material than mesh.

13k triangles for something as simple as that one is a big waste, unless you’re doing something out of the ordinary. You can definitely get the same look with less than 1000 tris. A character for example, in a nice looking game would be around 30k maybe and a weapon around 10k, but that’s just very generally speaking, it all depends on what hardware you are developing for, what kind of game and what you intend to use the model for.

its material that is included in the starter pack. it works fine with other meshes.

i think i get this distortion either from

  1. transition from extremely high poly model to low poly through proptimzer tool in 3ds max

is there more ue4 friendly method to do this?

  1. unwrapping uv as you can see the object doesnt have appropriate grey checker pattern

Hi theseam,

When you finished using prooptimize in Max and you UV Unwrapped did you layout your UVs or did you just add the modifier but not do the unwrap? If you did the unwrap can you post an image of that here so we can see your layout?

i think i get this distortion either
from 1) transition from extremely high
poly model to low poly through
proptimzer tool in 3ds max, is there
more ue4 friendly method to do this?

I wouldn’t recommend using the generate unique UVs on complex objects in UE4. This will explain the distortion your seeing. When you auto-generated the UVs it’s going to stretch and distort some of them. This is why a good UV layout is important to make sure faces are flat and not stretched.

You have a hard edged object with plenty of flat planes. You’ll want to lay those out flat to get the correct looking texture UV. Having curved or skewed edges like they are in the UV above is going to cause that kind of distortion.

how many vertices are usually suitable
for a single object in the typical
room scene?

The answer for this will always be “Depends.” As Sitrec pointed out you’ll want to know what platform you are targeting. The engine can handle any size mesh. The most I’ve imported as a test is a 2.5 million vert mesh I was sent by a user because they were having issues. The import time will be greatly increased though by having a larger mesh!

The key point is to make sure you’re getting the detail you need with the lowest amount of polygons.

If you have any questions feel free to ask!

Tim

Ok, I found out it was not the mesh problem, it was rather my light setting.

so this is what it should look like in my next scene, it is under 2 stationary lights with default settings. so the mesh and the material are actually fine

this is where I get this black distortion like stuff on metal materials. Those lights are static lights with 30k intensity and 2k attenuation radius. I wanted to create something like gym or health club lights.

what am I doing wrong?

When you are using static lighting you’ll need to rebuild your lighting.

This rebuilt is going to build lighting information for your meshes into a light and shadow texture called a lightmap.

Try hitting the build button in the toolbar and let that finalize. When done, if you’re having issues with the mesh and lighting let me know and I’ll give you some more tips and tricks to check out. :slight_smile:

Tim