Material display scale after fbx import from Blender
Using Blender 2.78 and UE4.15...
I've been trying to import models from Blender to UE4. Everything is working correctly except for one thing. The models are of the size and shape, the normals are fine, everything is properly oriented, but when I try to apply a material from the starter pack in UE4 (namely the M_Clay_Brick_New) the size is incredibly exaggerated (literally 10 times the size of materials displayed on meshes from the starter pack or that I converted from brushes).
I have tried a number of different things ranging from scaling the UV in Blender to 10x (it makes the material display correctly in UE4 but gives overlapping UV errors/warnings when I build) to trying every single combination of scale manipulation throughout the export/import process by factors of 10 with no luck.
I also realize that I can just make a material for it that will display correctly but I was hoping to save aesthetics for last.
As explained, I can "make it work" but I cannot help but think there is/are better ways. It just seems like I am still missing something... a setting, a step... Any help appreciated.
asked Apr 11 '17 at 09:58 PM in Using UE4
If you texture the object in Blender and import the texture into UE4, and sample it in a basic material (just a Texture Sample going into Base Color for example), does the texture align with the mesh like it does in Blender?
If the above test works as expected, you might just need to crank up the texture tiling on the UE4 material. If you look at M_Brick_Clay_New you should see some TexCoord nodes going into the TextureSamples. This node lets you control the density of tiling. You can select a TexCoord node and adjust its UTiling and VTiling to your liking. Note however that this will affect everything that uses the material, so I would recommend a more flexible approach: copy the material into your project, multiply every TexCoord by a scalar value (default 1), and make that scalar value a Parameter so that it can be adjusted on any material instance. That way you won't alter the Starter Content, and you can have different tiling per-object.
If even a basic texturing test doesn't work, I would sanity check that the UV's getting imported to UE4 match up with what you're seeing in Blender. If you go to the model viewer in UE4 (double click your FBX asset) there's a button in there (along the top ribbon) to show UVs. That way you can eliminate the possibility that something is going wrong during export/import.
Exporting FBX from Blender can be a bit of a black box. As a general rule, I recommend always exporting your models at a scale of 1.0. Also, if you scale a model in Object mode, make sure to hit Ctrl-A and apply scale. If you scale the model in Edit mode you don't need to do this. Having an unapplied scale can lead to unexpected results in Blender.
answered Apr 11 '17 at 10:22 PM
Hi, I am experiencing exactly the same issue. Did you find a "proper" way of doing this? If not, would you be so kind as to explain your work-arounds, or could you point me in the direction of the tutorials you used to learn?
answered Apr 25 '17 at 09:22 PM
I think the correct workflow is to apply UVWs in your program such as blender/3DS Max, apply your material and ensure it is correct there, and then export it to UE4.
answered Nov 06 '17 at 09:48 AM
Hey all. Have to test this now, but based on the fact we all have the same problem. I'm thinking the issue and difference is the default pixel width of our UV maps.
Blenders default image size is puny when you generate the UV. I think I noticed a change when importing an fbx that was assigned a 2k sized UV. I might edit this post in a few minutes to confirm. If you still read this then... I men... if you are texturing your meshes you should be using 4k uvs anyway, so its not a horrible suggestion, is it?
answered Feb 27 '19 at 11:20 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here