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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Wacky material issue.

Have a weird material / lighting issue I've never run into before (granted, been only using UE4 for a few days now). As you can see, [IMG]http://i58.tinypic.com/2zobr5h.jpg[/IMG] it looks fine in Max 2013. But when I imported and applied the material in UE4. . .[IMG]http://i62.tinypic.com/2ppkccx.jpg[/IMG] i get that. This screenshot was taken after blowing out all the lighting too. I've unwrapped it twice now, thinking it was a lightmapping problem but nothing.

I';ve gone over the material again a few times as well but I can't find anything wrong either (set the base tint alpha to 100 in the master material too).

I've tried different light build settings too.

Any ideas?

Product Version: Not Selected
Tags:
more ▼

asked Apr 07 '14 at 07:49 PM in Using UE4

avatar image

tomthemighty
1 1 2 2

avatar image Jacky Apr 07 '14 at 07:55 PM

Looks like you have a couple of issues other than the material.

First, does the mesh have a non-overlapping UV layout for baking lights? Second, if you did that, make sure the right UV channel is chosen in the static mesh editor. Third, was your normal map set to 8bit before import and is set to Normal Map compression inside the editor?

avatar image tomthemighty Apr 07 '14 at 08:19 PM

The normal maps check out. I've chekced and double checked the unwrap for overlaps. And it is in UV Channel 1 as opposed to 0.

avatar image Jacky Apr 07 '14 at 08:24 PM

Hmm, can you post a screenshot of your material?

avatar image tomthemighty Apr 07 '14 at 08:32 PM

I htink I mightve figured it out. I had my Texture_Coordinate Node multiplied with a scalar parameter but I linked the TC node by itself with the texture samples instead of the result. Whoops. Now I've just gotta figure out why my Detail Base color parameter is still showing when its turned off in the MI.....

Thank you for taking time to help me!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
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