Hey there everyone,
I am a programmer who is using UE4 for the first time. Besides some basic 3D modeling in Solidworks I have not used any other modeling software and quite frankly their UI’s do my head in =(
So I was hoping some one could help me with some links on the best practice of creating models which import correctly into UE4. Below is the method I have been using and the problem I am having with it. But any info on this topic would be great.
For the time being as I haven’t learnt much of any other software this is what I have tried
- Make a basic model in solidworks
- I export this as a .STL file (StereoLithography)
- Open 3DS max 2014
- Import STL
- change the texture ID of polygons
- apply multi\sub-object with 2 base textures
- Export as a .FBX using the options shown in the image below
- Import into UE4
Everything imports correctly and the base model looks great and the multi\sub-object (my 2 colors red and blue) are applied fine to the model. The issue comes from when I try to apply any material from within UE4. I get really strange behavior.
I have been reading up on this issue as some one else has mentioned here
Why does the model go all funky when applying any material but the base added with 3DS max?
From left to right screenshots are:
Model in 3DS Max, Export Settings, Model imported and on UE4 canvas, Model with the red material replaced with M_Cobblestone_Smooth