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Material looking too small on my model


We have been importing some of my friends models into UE4 going from Revit-> 3ds max -> UE4. They are some house designs. I have the scale right of the buildings, but when I try to put some of the starter materials on my model the texture is showing too small.

Is there something I am doing wrong importing? is there something my friend should be doing in Revit? or is there an option I can use in 3ds max to make this work properly.

The picture below is of part of the model floor and a cube with the same texture so you can see the difference.

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asked Jul 04 '15 at 03:16 AM in Using UE4

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Every mesh comes with a UV map, which is basically data for ue4 (and a lot of other tools) to tell the program where parts of a texture will go.

In your case the UV-map is too small but you can easily modify that by making a copy of the starter materials, opening the material editor, placing a texture coordinate node, connect it to the UV input of the texture samplers. (the diffuse, normal map, roughness map etc) and playing with the values of the texture coordinate node.

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answered Jul 12 '15 at 06:50 PM

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avatar image Imsopov Jul 12 '15 at 07:13 PM

Yeah playing with the texture coordinates is what have been doing. If I unwrap the UV in Max the sizes are all random because the meshes are random sizes, I need a uniform size over walls/floors etc. The texture coordinates seem to be working alright.

avatar image Luos Jul 12 '15 at 07:21 PM

If you where.. then you should have gotten the right result by now :)

If you need uniformity on all the meshes then you need to unwrap everything properly in 3dsmax.

http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer < 3dsmax script that can help.

avatar image Imsopov Jul 12 '15 at 10:13 PM

Thanks, that may come in handy.

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