This is probably something with your mesh, and not with the material. I'm almost sure, if you would assign your mesh in the material editor as a preview mesh, it would also map it rotated. Unfortunately I can't say more, I never met with this. Try to experiment with different export settings. Also, try a reset xform before exporting.
This is probably something with your mesh, and not with the material. I'm almost sure, if you would assign your mesh in the material editor as a preview mesh, it would also map it rotated. Unfortunately I can't say more, I never met with this. Try to experiment with different export settings. Also, try a reset xform before exporting.
Yeah I tried all that. It must be a setting on the export/import but I haven't touched it since and other meshes have been fine.
I can't see anything in the settings that would effect it.
I had this issue with UDK and Softimage when trying to make grass planes, it only happened when I had duplicated and inverted meshes on top of each other. I only had a few grass planes so I just rotated the UV for the areas that were messed up.
I'm not sure what you mean by rotating the UE4. I'm not using UE4 anyway as it's a school project.
Nothing seems overlapped or inverted. I've tried inverting the faces and nothing changes.
I have a feeling no one is going to have a solution for me? I can't NOT have grass in the scene.
I tried a single plane and the texture is being rotated on it's side in UDK too. I tried rotating the texture but it still stays in the same direction. http://prntscr.com/6n1bkl
I tried it with a box and it works fine, so it must be something to do with planes http://prntscr.com/6n1chs
Probably he mean the "rotator" node in the material editor. You can rotate the texture in the shader with that.
About the export settings:
The axis conversion should be set to Y-up. At least its set to that at me and it works fine. As I know 3dsmax has the Y and the Z axis inverted. Lets see if it makes any change. But I think it does nothing with the uvs and it is rotating the geometry.
If this won't solve the problem, then fix it with the rotator node. That must work.
I tried the axis and rotator node, no help. At least I know now it's to do with it being a plane. Obviously I need planes for the grass so how do I get around this problem?
I imported a older version of the grass and it works fine, so why does this one not work? What the hell happened?
All I did is collapse the layers and change the axis.
Oops meant to type UV, but I guess when I started typing UV turned into UE4. You are only going to have a few variations of grass, so it would be best to best to find an work around that looks fine, and just work with it.
My old meshes don't have centered pivots which is annoying, but I can't re-import because it breaks it.
Problem is I can't use this grass either because the planes are dark on one side. Is there anything in-engine I can do about this? http://prntscr.com/6n1sgd
A tutorial said I had to set lighting mode to custom and move the diffuse to 'CustomLightingDiffuse' but it just makes the grass black.
Edit:
Oh wait I fixed that by putting it in 'CustomLighting' instead of the option mentioned in the tutorial. http://prntscr.com/6n1v5c
Could it be using a second UV set unintentionally? I've never seen an export/import change the orientation of UVs and your mesh seems to be the right orientation...
And one thing I've done for the ugly black shadows is to set the meshes I use with foliage layers to a lightmap size of 4 so the lightmaps are just one blur. Seems to help a bit. Obviously you don't get any detail, but it should still be either in shadow or light and it definitely speeds up light building so meh.
It has to have something to do with Max, not UDK. Keep in mind, that in Maya and Max Y is up, and Z is forward/back. In UDK, Z is up and Y is forward/back. This may have something to do with your Max meshes. Set your pivot point, freeze your mesh's transformations, then delete the history.
If that doesn't work, try turning off Z Axis Up in your export settings. Whenever I export out of Maya, I leave my work facing up on the Y, with no option to change Z to up, and they import fine into UDK as static mesh FBX models. UDK may be trying to auto correct your planes for you
I use tons of planes and two sided meshes in my vfx work in UDK, and I've never had that problem.
Replies
Yeah I tried all that. It must be a setting on the export/import but I haven't touched it since and other meshes have been fine.
I can't see anything in the settings that would effect it.
Please help someone!!
Nothing seems overlapped or inverted. I've tried inverting the faces and nothing changes.
I have a feeling no one is going to have a solution for me? I can't NOT have grass in the scene.
These are my export settings
http://prntscr.com/6n1783
http://prntscr.com/6n1bkl
I tried it with a box and it works fine, so it must be something to do with planes
http://prntscr.com/6n1chs
About the export settings:
The axis conversion should be set to Y-up. At least its set to that at me and it works fine. As I know 3dsmax has the Y and the Z axis inverted. Lets see if it makes any change. But I think it does nothing with the uvs and it is rotating the geometry.
If this won't solve the problem, then fix it with the rotator node. That must work.
http://prntscr.com/6n1krk
I imported a older version of the grass and it works fine, so why does this one not work? What the hell happened?
All I did is collapse the layers and change the axis.
Oops meant to type UV, but I guess when I started typing UV turned into UE4. You are only going to have a few variations of grass, so it would be best to best to find an work around that looks fine, and just work with it.
Problem is I can't use this grass either because the planes are dark on one side. Is there anything in-engine I can do about this?
http://prntscr.com/6n1sgd
A tutorial said I had to set lighting mode to custom and move the diffuse to 'CustomLightingDiffuse' but it just makes the grass black.
Edit:
Oh wait I fixed that by putting it in 'CustomLighting' instead of the option mentioned in the tutorial.
http://prntscr.com/6n1v5c
And one thing I've done for the ugly black shadows is to set the meshes I use with foliage layers to a lightmap size of 4 so the lightmaps are just one blur. Seems to help a bit. Obviously you don't get any detail, but it should still be either in shadow or light and it definitely speeds up light building so meh.
If that doesn't work, try turning off Z Axis Up in your export settings. Whenever I export out of Maya, I leave my work facing up on the Y, with no option to change Z to up, and they import fine into UDK as static mesh FBX models. UDK may be trying to auto correct your planes for you
I use tons of planes and two sided meshes in my vfx work in UDK, and I've never had that problem.