I noticed that my version of 3ds Max 2015 exports a model’s UVW mapping wrong to other engines like Unreal Engine 4. I created a relatievly simple model. I mapped it via the Unwrap UVW, then textured it. Inside of 3ds Max, the model looks properly. However, when I export it to FBX and open it in UE4, the model has its fce wrongly mapped. The main wood area is rotated and stretched, and the right side of the metal its super stretch all the way in. Not even to mention, the plane that acts like water deforms incorrectly when a wolrd position offset shader is applied.
I know it is my version of 3ds Max, because I had a friend export the model I made, give me the FBX, and then import it inside UE4 and it worked properly! I am puzzled by this! How can the same model, export differently, to the same engine, using the same export settings!
I know that is not it, because I used the same resolution as my friend, and it exported like you see on the original post, and him got properly exported.
Do you try to texturing the object directly in U4 , by import the mesh itself (without textures) and after that, import the textures and make a material with the textures ?
This was one possible solution. I exported as an obj file, even with textures, and it did export properly, although the scale was off, which was an easy fix anyways.
I had the same problem and I googled it. More people than just UE4 users are experiencing the same thing.
What works is to just put an “Edit Mesh” modifier on top of the stack and export. It works every time for me now.
Thanks a lot!! I’ve been puzzled by this all day. phew…
I had this problem, tried with a box with uneven polygon sizes. Putting just simple UVW map with box mapping doesn’t work at all. UE4 seems to read it as a face mapping, like every polygon with different map size.
I don’t know why, but adding Edit Mesh solve this. Then after that, you can convert back to Editable Poly with no problem.
Thanks! That was my problem too. I converted to Editable Mesh then back to Editable Poly then exported it normally. I don’t know why, If I had to attribute a reason I would say that It seems to me that a lot of dirty edits or sth are accumulated and “Edit Mesh” removes them all; which is most likely wrong.