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Normal map used in a material isn't showing in the render after application on an imported FBX scene.


I'm trying to apply some materials to a model I made, for that, I created a material using a color base and a normal map. When I apply it to a regular solid it shows normally, but when applied to the fbx scene the color shows but not the normal map, hence all texture is gone.

How can I solve that problem?

The first picture shows how the material should look when applied. The second picture is the material configuration. The third picture shows the error, the material applied on the fbx doesn't load the normal map, just the color.

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Product Version: UE 4.19
screenshot-2.png (424.5 kB)
screenshot-3.png (261.6 kB)
screenshot-1.png (355.4 kB)
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asked Aug 18 '18 at 06:27 AM in Rendering

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avatar image Tuerer Aug 29 '18 at 12:52 PM
  1. Uv map. Did you apply it to your models? If a map applies sideways, not perpendicularly, 1-pixel-wide line may be stretched throughout the face.

  2. Exported models always have their scale 1-1-1, no matter how large or small they are. You should take that into account.

avatar image AlejandroFausto Aug 30 '18 at 06:14 PM

After some research I realized I didn't applied the UV map, after that I applied it just to realize, after another test, that even by doing that the result was the same, so, about the scale that you mention, could you extend a little bit about the 1-1-1 scale? Thank you!

avatar image Tuerer Aug 30 '18 at 06:22 PM

When you create a simple cube in the UE editor, its size is 100x100x100 units. If you look at its properties you'll see that its scale is 1.0x1.0x1.0.
When you create a custom model in any third-party application and import it into the UE editor, its scale will be 1.0x1.0x1.0 regardless its actual size. It may be super small or super large, and it will still be 1.0x1.0x1.0.
So if you import something and make it a lot larger or smaller, its scale may become very large or small, and textures may be applied incorrectly.
Then again, it depends on your texture. I don't think it's the issue in your case though,

avatar image AlejandroFausto Aug 30 '18 at 06:26 PM

Oh I think I get it, maybe this explanation can help clarify the situation; The model was made in meters, so in the import box I applied a 100x scale, in order to see the model correctly. So, by changing the units in the original model to centimeters, there's a chance I can solve the issue?

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Show us your mesh UVs. Maybe they are really tiny ?

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answered Aug 29 '18 at 12:23 PM

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avatar image AlejandroFausto Aug 30 '18 at 06:14 PM

How can I see them?

avatar image inedible.red Aug 30 '18 at 10:07 PM

To be able to view and change them It depends on your modelling package of choice. In unreal you can view them by opening the mesh window (double click on mesh) and :alt text

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