I know that Unreal Engine 4 would prefer to have the texture files embedded in an FBX 2013 compatible file. The difficulty is I prefer to purchase my models online and most all of them come with the textures in the folder with the main file. I have several vehicle models I had purchased with hundreds of textures and parts. When I import them into Unreal Engine 4 they don't assign the texture name to the base color automatically. I have to go in manually to every single material and drag the matching texure in, attach it to base color, and save. A lot of these models have other files like specular, diffuse, etc. But I have no idea how to assign those yet in UE4 yet, in Unity it just does it. I do not use 3DS max at this time, and am trying to learn blender. But I have also noticed in Unity it will just automatically attached all of those textures and create materials out of them for you when you import an FBX.
I would ask that UE4 automatically create a material out of a texture if it there is nothing attached on import, automatically find the texture file in the content browser with the exact same name that's missing, and create a material out of it and apply it to the mesh. I would rather have it accidently apply the wrong texture than do nothing at all like it's doing now. I know I technically am supposed to use a third party program and import my FBX with textures then re-export as FBX 2013, but that is an extremely long process for a beginner. There are so many hiccups and things that can go wrong along the way. It's just taking soo much time every time I purchase a model. I would consider it a bug at this point. Please let me know if this is something that can be fixed to be less time consuming.
Edit: Basically I'm doing a lot of converting from other formats too (like PMD, PMX) but It would be great if UE4 automatically put the textures to a material and attached it, and then if it could embed into the FBX straight from UE4 that would be icing on the cake.
Oct 25 '14 at 10:15 AM
in Everything Else