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Unreal3: Why are my textures tiling wrong in UDK, but are fine in Maya?

miss_cibyl
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miss_cibyl null
Hello everyone,

I have a problem with the way my texture displays on a static mesh in UDK 3, July 2013 edition.

I imported an .fbx of some castle walls I made in Maya.  In both programs they use a texture coordinate of 28.5, so I can fit every surface into the 0-1 space.  But in UDK, the texture looks different.

Here it is in Maya:

Here it is in UDK:

I should mention when I imported the .fbx file back into Maya, the texture was correct.

Can anybody help me with this?

Thank you.
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