FBX material mesh tiny on import. Potential UV Mapping Issue

Hi there, pretty new to UE4 so apologies in advance for not knowing technical terms etc.

I’ve been building custom meshes in Sketchup (due to not knowing 3DS Max yet) exporting an FBX via Sketchup8 to 3DS Max, doing any additional Multires work if the mesh is too complex and then exporting the new FBX to UE4.

The issue is that when I import it to UE4 the object is too scale but the material mesh scale is off by a factor of 100 right now.

This has had me raking the internet for how to make this workflow work properly. The current perimeters that I would think affect the mesh size are as follows:

In Sketchup:

  1. Model Units in cm
  2. Exporting the FBX with cm (but scales wrong so use “model units”)
    In 3Ds Max in the import dialogue is knows the file was in cm:
  3. Unit Setup in cm
  4. System Unit Setup in cm
  5. In export options for FBX choosing cm

I’ve read a whole bunch of answers to various wording on this problem but no one seems to lay out how its actually solved. Its usually “have you tried changing the UV map scale” then the reply is “that worked thanks” etc for different problems. Unfortunately I dont know my way around Max or Unreal particularly well and as any one tick box being incorrect throws this all out I’d really appreciate a comprehensive answer. Been trying to systematically work this out for two weeks now.

I really appreciate any help in advance!

So, the mesh is smaller, or the texture? If it’s the texture, try to keep it between 0 and 1 in UV coordinates. That’s the standard.
If it’s the mesh, it’s a problem with the scaling surely. Try to export it directly from Sketchup and see if it has the right size. If it does, make sure that the scale on the mesh in 3D Max is 1 and the units are centimeters.
Try also to export a mesh purely made in Max to see if it’s correct. Try with the most basic object, a cube.

Hi Andrei, sorry this is probably just my terminology. I’ve ran the tests with the exports and imports and pulled some images together to show you. I don’t know anything about UV coordinates so could well be that? Here’s my process so far:

  1. Export of a cube built in Sketchup

  1. Export of a cube built in Max

82827-3dsmaxinternalunits+copy.jpg

And here are the export settings.

  1. Import settings for UE4

  1. End results with a close up of the texturing next to a BSP Box in UE4.

Any thoughts on what the issue is? The model built in Max’s material scale is out by a factor even further, I expected it to be the correct one. Any changes to my import settings for best practice would also be greatly appreciated aha.

From what I can see, their mesh size is fine. It’s the UVs that must be different. Make sure that the UV islands for each object are in the 0 to 1 range. Also, make a different material for each object and inside of each material connect a Texture Coordinate node to the UV entry of the texture elements in order to be able to control the UV tiling.

Here’s two videos that might help:

WTF Is? Material - Texture Coordinate in Unreal Engine 4 - YouTube

Hey Andrei, thanks for getting back to me.

In watching the video you linked I noticed that there are 3 UV channels in the tutorial mesh, while I only seem to have 2. Channel 0 and 1, but not 2. The reason I haven’t played with textures themselves is because I picked them up off of the marketplace so I assumed they should work without problems. Before I go ahead and start messing with Texture Coordinates could it be to do with not having enough UV channels or will I still have to modify the textures of the materials I bought regardless?

Thanks again.