When I import a model from maya it becomes weird.Here is the picture:
Also an error when imported about degenerated tangent basis.
Help please
Hey SongOfDeath -
Some quick questions about your model to help us narrow down the problem. Is this a skeletal mesh or a static mesh, I am assuming its skeletal but it doesn’t hurt to check. Can you give us a screenshot of your import and export settings from Maya and UE4? Again more of a check, but what versions of UE4 and Maya are you using (4.1.1? and 2014?)
Thanks -
Eric Ketchum
The model in maya I put a screenshot on is a 7k poly with normal map on
Ok, awesome. what were your import settings when you brought it into the engine because it looks more like your smoothing groups didn’t export properly from Maya.
Is it because im using maya 2015, someone please help normal maps aren’t working when imported to ue4
Try unchecking “Smooth mesh” unless you really need that extra tessellation. Second, what are your import settings. Are you importing normals or letting Unreal calculate them?
Hey SongOfDeath -
Maya 2015 shouldn’t be the issue as long as you are using the FBX 2013 export options. Your Maya export settings look ok, I would have to agree Matt it has to be in the import settings and how you are importing the mesh. Take a look here for normal importation.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html#basic
I think the engine isn’t importing the material because my normal map is attached to the blinn material in maya and i can’t see normal map attached,also can’t see the shiny blinn material in unreal engine