grid size problem
my problem is that when I modeled a simple wall in blender and imported it in unreal my material I want to apply on this wall looks horrible! I think the problem lies in the checkerboard of the object, because when I modeled a BSP to exactly the shape of my wall mesh, materials look perfectly fine!
PLEASE help me! THANKS in advance
asked Dec 24 '16 at 12:02 PM in Using UE4
It looks like your UV map for the wall is stretched. The default material in UE4 is squares, as seen on the right wall, but on the left wall the squares are elongated into rectangles, which is probably caused by the UVs being stretched. When you apply your wall material, is the issue that the material looks stretched?
The best solution would probably be to edit your UV map in Blender. Here's some documentation on editing UVs (UV editing) but there are loads of other tutorials as well.
If you need more help, feel free ask, I'm just trying to keep this somewhat concise. If you still have trouble it would also help us if you post a screenshot of your UV map and the wall with the material applied.
Cheers and good luck! -Noah
answered Dec 24 '16 at 12:29 PM
Another option you can try.
If your object is going to use a tileable texture and not something that you make specifically for that object then CREATE a MATERIAL(I have example screenshots) and use the texture that you want. In my example I made a normal checkerboard texture. Open your MATERIAL and right click and type in TEXTURE COORDINATE and add a TEXCOORD node. Hook that up to your UV option on your texture. Then you can adjust the Horizontal and vertical scale as you see fit. This is to minimize the stretching.
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