But in developing preview material of model ( gltf file ) it’s showing very difference with material looking in subtance painter ( and its looking difference in material of model preview showing, right ? ) :
Yep, thanks for asking.
second screenshot is viewport of level, the first screenshot is in material viewport ( i guess it’s static mesh viewer as you said ? )
Can i asking why it’s looking difference with viewport in material ? Can i fixing this problem ?
Not an expert but that looks like an UV issue on your static mesh. The material projection on your mesh ends up using only a tiny bit of the material to cover all your mesh.
You might be using the wrong UV channel in the material or your UVs are not generated properly on your mesh, or a bad scale on the UV.
Do you have proper UV for that static mesh? Where does your static mesh come from?
Actually you have the same issue on the crystal material, if you look carefully you will notice you do not see any of the nice color variation effects, each gem face is a uniform blue color.
You should:
Check your UV channels, maybe change the UV channel used by your materials to use channel 1 instead?
make sure UV are well generated in the tool you used to create the geometry
You can always try to regenerate UV in UE directly
This link will show you how to visualize your different UV channels or how to regenerate UVs.
Sir,
i tried to apply UV channel using channel UV0 or UV1 as your suggest, but it still got problem when material apply in preview viewport.
i checked my material viewport again and saw this :
is this main problem for it showing like this when i’m trying to making UV map ? :
The change in the material preview might be normal if you change UV channel from 0 to 1.
It all depends how the UV are on the meshes. The sphere UV looks good in channel 0 but not in 1.
At the end of the day what is important is to use the channel that has good UV on your gem static mesh.
First thing was to try the different channel that are on your gem mesh. Straight from import without regenerating UVs. This is why I proposed to change the UV channel used in the material slot first. You can also just use the UV option in the static mesh editor to see UVs that are on each channel.
Check how many channels you have and how does the UV look like. Are they well organised, all fitting in the square no overlap
If you are rebuilding UV like the screenshot seems to show, make sure that in your material sample you put back the same channel.
You are rebuilding on channel 0, so you need to go back in your material and make sure all your TextureSample use UV from the channel 0
Okay, in that case you have 2 channels, and there is nothing in it or wrong scale.
Try the autoUV or unwrap from modeling tool, make sure the tools are targeting the UV channel 0 and that your material is also using UV channel 0. And try to tweak the settings for that.
Else you can also try to do all in material graph using triplanar projection.
i created that mesh in blender.
Would try to making UV map again, but i’m 100% newbie with uv map so only hope i could learning something new to fixing it.
Guess i need to learning UV map in blender first, thanks for help bro, i’ll update topic later <3.
Much thanks for help bro.
I got where’s problem, when i made that model in blender, i didn’t making UV map for it so model missing UV map from start.
So i fixed that model in blender, manual making UV map for it and everything fine now.
Thanks for helped sir