Factory Floor patchy...
Hey there just starting on my factory UE4 project and just wondering if I'm missing something, ie this is just a simple floor static mesh made in Blender with 2 UV maps, placed the "rough_concrete_with_lines" Graph on it in Substance Designer, then imported all into UE4.
When I build the lighting quality at "Production" I'm still getting what seems to be seams, and patchy lighter and darker versions of it. Am I doing something wrong?
Here's a closeup of what I'm talking about...
I tried a checkered pattern on it too and it looks like this...
I guess I'm envisioning problems when it comes to the walls, ie I'd like to have them as modular, because some will have windows and some won't etc.
ie in World of Warplanes would they have set their modular walls and roof up like where I've highlighted?
Is there tutorials that could help me out in this situation?
Thanks in advance.
asked Jun 28 '16 at 01:54 AM in Using UE4
It sounds like you've done the texturing in blender. It's often best practice to do the UV mapping in the 3d modelling software and do all the texturing in Unreal. I would make sure your UV maps are nice first. I typically do a single box map for surfaces like this. You could then create your materials in unreal, making sure you make a good tileable texture and normal map.
Those seams could also possibly be the result of a lightmap setting that is way to low (but much less likely than a texturing problem). You could try increasing your lightmap resolution. If that doesn't work then your best bet is to do re-uv mapping and make the textures in unreal.
answered Jun 28 '16 at 02:53 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here