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"

[Closed] Why is my UV Map out of scale on my model from Maya?

Hey Folks,

i have an issue with UV Map scaling or i just dont understand them correctly. Here is a Picture of 2 static meshes. The left mesh i created in Maya and fitted the UV Map in the 0-1 Range from which i made my lightmap. On the right side u see a Brush converted to a static mesh. alt text

On the second picture u see the UV Map UE4 Created: alt text (they are both the same distance from camera)

So here are my problems: How can i use the 0-1 space without reworking all my materials? How can i get the texturing all the same even if i create a static mesh within maya? Because i have no "defined range" for the UV Map Why das the texture change orientation?

Here is what i am hoping for:

Create a mesh in Maya > put UV Map in 0-1 Range > open up UE4 > apply default material "clay bricks" > looks like the one on the right side. (1st pic)

I really tired to understand that for the last 2 days and cant get a solution -.-

Thank you in advance!

Product Version: Not Selected
Tags:
more ▼

asked May 17 '14 at 09:06 AM in Rendering

avatar image

hazzardous1984
119 13 15 19

avatar image Lovecraft_K ♦♦ STAFF May 26 '14 at 05:45 PM

I am closing this post for tracking purposes, if this problem returns please feel free to post again.

Thank You

Eric Ketchum

(comments are locked)
10|2000 characters needed characters left

The question has been closed May 26 '14 at 05:45 PM by Lovecraft_K for the following reason:

The question is answered, right answer was accepted


1 answer: sort voted first

Hey hazzardous1984 -

I might be misunderstanding your question, but it seems like you answered yourself. Doing an unwrap in Maya in the 0,1 space is correct. Importing in that mesh then applying a material should get you close to the right side of picture one, you might need to adjust the UV tiling in the texture coordinate of your material if its not 100% what you want. There is currently known issues with converting BSPs into Static Meshes then auto unwrapping them in the editor. If that's the direction you wanted to go I might recommend exporting the newly created static meshes, opening them in Maya and unwrapping them yourself. You will be much happier with the quality of the unwrap and its usability.

Hope that answers you question, if not please clarify for me and I will try to help you out -

Eric Ketchum

more ▼

answered May 18 '14 at 04:00 PM

avatar image

Lovecraft_K ♦♦ STAFF
36.8k 702 256 733

(comments are locked)
10|2000 characters needed characters left

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question