Hello folks,
I haven't seen this problem reported so far, so instead of keeping bashing my head against the wall, I was wondering if some of you would be so kind tell me what I am doing wrong, or if there is a work-around for this problem:
I am trying to get a static mesh into Unreal Engine, nothing too complicated theoratically.
I have detailed a tree in ZBrush and all my textures have been created and transfered on a low res mesh.
So far so good, here is the result on Maya High QUality viewport:
Here is what the UV layout looks like:
Now...here come the pain:
When I look at it in Unreal Engine I keep having those ugly seams from hell:
Since the tree looks okay in Maya I was assuming thesource of the problem could be narrowed down to 2 possibilities. (I could be wrong)
1-Either some UV tangent data have not been exported
Which would explain why Maya displays the object correctly while Unreal doesn't.
I have exported this mesh with ActorX and Collada and tried as many export option as I could think of... without any noticeable difference
2-Something has gone horribly wrong with my object/texture/material options in Unreal Engine.
My Textures and Meshes options seem all right to me, comparing them with similar static meshes from the editor
here is what the material looks lik at present.
Pretty please, if anybody has a suggestion or even better... Ze answer, I am running out of option my head hurts and my ears are bleeding.







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