How to export UV map from Cinema 4D properly?

Hi,

I just installed the Unreal Engine and tried to import a mesh from Cinema 4D but I just can’t get proper UV maps. When I import the mesh I get the message “xxx has degenerate tangent bases which will result in incorrect shading.” I learned this is because of overlapping UVs but at least in C4D there is no overlapping. I read that C4D creates only one UV map but UE needs a second map for the lighting. I read that I can fix this by just creating a second UV map in C4D before I export the mesh as fbx but then I have 3 UV maps in UE and 2 of them are totally messed up:

UV map 0 in C4D

UV map 1 in C4D

UV map 0 in UE

UV map 1 in UE

UV map 2 in UE

When I export the mesh with only on UV map I have the version 0 and 2 in UE, the both that are messed up. Can someone explain to me why this happens and what to do about it?

I tried to create a new map with index 1 as source and index 2 as destination with a higher resolution. The map looks good (different from index 1 but without overlapping), but the lighting is still broken. Same when I create a map with 0 as destination. I now have 2 uv maps, both different from each other but both without overlapping but the lighting still looks broken.

Then I created a new map with 0 as source and 1 as destination and now both maps are broken again. The look like the maps 0 and 2 in my pictures now.

Hello
I also use Cinema 4D;-)
The solution to produce high quality lightmaps for UDK and Unreal 4 is explained in our tutorial at the link below. The PDF is in Portuguese, but you will understand why the images are self explanatory.
The link is: /

Best regards