x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

What's wrong with my UV's?

I'm having a problem with the UV's after importing a static mesh from 3DS Max

I have included an Image for more detail.

Don't really know where it is going wrong, any help would be appreciated, thanks.

http://imageshack.com/a/img673/8206/NHxCzv.jpg

Product Version: Not Selected
Tags:
more ▼

asked Jan 11 '15 at 02:18 PM in Using UE4

avatar image

Spit_Fyre633
78 2 4 10

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hello!

Looks like that when your model comes in engine it has embroidered UV shells and rotated at an angle of -90. As a user, Maya and Softimage I see this problem for the first time.

Try to triangulate the model manually and remove the checkbox with Triangulate. Unfortunately, not having the original model hard to determine the cause of this artifact.

Hopefully this will help you.

more ▼

answered Jan 12 '15 at 11:00 AM

avatar image

Dredfort
119 6 5 9

avatar image Spit_Fyre633 Jan 13 '15 at 02:54 PM

For whatever reason, this seemed to fix it, though I've no idea why when every other model I've exported before and after have all worked without any problems.

If anyone else should run into this with 3DS Max (I was using 2015):

  • Convert Mesh to an Editable Poly

  • Select all vertices

  • Choose "Connect" (Very dirty way of triangulating, may not work in all cases)

  • Export with Triangulation unchecked

  • Reimport into UE4

Thanks Dredfort!

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question