Textures do not match UV's

Hey guys,

So I’ve recently imported an FBX file into UDK and all of it’s textures, but for some reason the textures do not line up properly on the models, yet they do in UE3, Unity, Maya, Crazbump etc.

Here’s a screenshot of everything (hopefully) so you can see my issue:

http://puu.sh/7KTeZ.jpg

Cheers.

Hello,

Based on the image provided, I would say it is probably the material. I can see that the Element 0 material looks like the default material, which is not the texture that you are showing on the left. Can you please show me how you are setting up and applying the material with that texture?

Thanks!

Here you go buddy, cheers for the quick response: http://puu.sh/7KX8c.png

Are you using the right coordinate index? in the SM editor you could be showing coordinate index 1 but the textures default to drawing on 0 unless you use a texture coordinate node.

I’m not entirely how to change the coordinate index, so you may have to run me through that.

Also, the UV’s are showing correctly when I view them (check screenshot), so doesn’t that mean it’s reading it fine?

If you mean >this< then it only shows ‘0’, none others. There’s just a single channel.

could you post the fbx and your diffuse texture i’ll take a look

Also could have your rectangle uv’s stretcth the wrong way as the base looks fine in terms of texel density, I would check in your 3d editor by using a cheque pattern

From your second picture it seems you dont enter UVs for any of the textures. Just create texture coordinates node and connect it to UVs input on the textures.

Here’s both.

No cigar.

http://puu.sh/7LFvs.jpg

It’s the Uv’s they are incorrect …

take a look

https://dl.dropboxusercontent.com/u/1552039/photo/Origin%2027032014%20181525.jpg

That’s what I get for exporting from Blender x.x Cheers man, this had me baffled for some reason. It’s always the simplest of things eh?

Thanks for all your help.

It just looks like you UV mapped the areas of the mesh incorrectly, If I open the model in a 3dapp and select those large areas in UV space they’re various faces on the model. If I select the large “banner” faces on the model, they’re UV mapped to the top right in UV space.

I’m gonna subscribe and check this out when I get a , but it looks like a weird UV issue.