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.
On the second picture u see the UV Map UE4 Created:
(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!