From 3Ds Max to UE4 unwrap mismatch

Hello everyone.

I’ve got a little problem with my 3D models when moving from 3Ds Max to UE4.
Here, let me show a couple screens to make it clear:

https://postimg.org/image/lfvsyjxgt/ <— Max
https://postimg.org/image/91sz772ll/ <— Ue4

I can’t determine what I’m doing wrong here.
Once being done with the modeling part then I simply proceeded with unwrapping, collapse the modifier, then exported the object into FBX format.

Does anybody know how to eventually fix this?

is the texture sized in a power of two? did you change a setting in the material coordinate node?
it would be nice to see your material setup and aforementioned node.

The texture I’ve applied has size 4096x4096.
About the material, it’s very simple: there simply is that texture hooked up into the diffuse channel, and to that texture is hooked a texturecoordinate node, set to tile 20x20 just like into 3Ds Max material.

https://postimg.org/image/3qgq1mdcr/

https://postimg.org/image/7ldl3dkfn/

Hmm, if everything is exactly as you say it is, try and enable “use precise UV’s” or something like that in the mesh viewer.
it might be that the very very minimal amount of imprecision to save some very limited memory has a huge effect when the texture is tiling 20 times.

also, if that image is 4k, and you are tiling it 20 times, it means your texel density is waaaaaaay off the charts keep that in mind hehe.

1 Like

Thanks!
Enabling the ‘Use precise UVs’ has not completely eliminated the problem, but it surely has helped greatly, now the mismatch is minimal.

I even gave a shot at cutting the resolution down to 2048, although, doing so makes the texture tile in a weird way.

glad it got somewhat solved. wonder whats causing the odd tiling though.
any chance you can send me a tiny project with just the mesh and texture?

Where should I send it?

yvleer@gmail.com is fine, just send me a dropbox/drive link or something along those lines. will try to look at it tonight :slight_smile:

Ok, if I have done it correctly then you will receive an e-mail with the files linked to it.

Thanks in advance :smiley:

Hey Zyn, just found some time to check out the mesh & texture.
I cant find any issues in the texture (though you could cut about 20%x20% out of it to save filesize hehe.
http://i.imgur.com/fleSGNI.png < there you go.

Meshwise though, its very poorly unwrapped (seems to be a model ripped from wipe-out) and with proper wrapping you can be way more lenient with your textures.

After doing this you’d have way more control over your texture layout, and might not even have to resort to having to tile your texture a godload amount.
Nontheless though, an actual issue for this problem I cannot find, nor a fix.

chuckles the model I’ve made myself.

As for the UVs, well, they are the best I could pull ^^; I tried making every piece flat and rectangular, just that made any applied texture look horribly distorted!

If you know of any tutorial on how to properly unwrap a model like this, or if you feel like explaining yourself, then I’d really appreciate it!

Nonetheless, thank you for your replies :smiley:

For instance: how did you attach the selected parts back together that way? Like in the short video.

Ok, that’s the planar mapping xD

nice shapes then! looks good enough to look like a rip hehe. (minus the uv’s :p)

I dont know any tutorials to be honest, and anything I could find would be by googling “uv tutorial” so that wont be much help.
Ive been unwrapping for about 10 years now so it just comes naturally.

Its actually not planar mapping, I have some additional tools and hotkeys assigned to them, in this case its speed-peltmapping within a certain ruleset.

Hehe, thanks!
That’s but the hull. There is more to it, just I thought I’d stop modeling and try to step on with the next fases, starting with the biggest piece of them all.

Would that be excessive if I asked you to share what sort of tools and procedures you use? Unless it is a professional secret, in that case I’m fine with the current informations ^^

btw, dont forgot to set my answer as “correct/accepted” if it solved your issue enough.

As for the unwrapping tools, I use TexTools, polyUnwrapper, Roadkill, and IPackthat.

Additionally I also use a batch import/exporter, multimesher, normalizer, steamroller, TurnTSSB, UniCollapse, Lighttable, Jbools, VertAnimator (is in the unreal engine folder), and a load more.

How do I mark an answer as ‘correct/accepted’? Is it sufficient to click the little ‘thumb up’ icon?

Also: wow, that’s a lot of stuff! Are they individual tools? Do you use them all in that order?