hi, i have a problem with ue4
im use 3dmax for modelling, and use tiling in max, but when i export it to ue4
the tile didnt match, and i use same tile number on both
it became a disaster because i create a hole on the wooden wall, but the hole didnt match the texture
the model was unwraped without problem
there no diferent between 3dmax uv and ue4 uv
i know i can tile it if i scale the object past -1,1
but i can't use mask map if the object past -1,1
Replies
Could be just a float precision problem though. Have you tried enabling "use full precision uvs" on the mesh in Unreal?
the UV are good, just the two of software use different method of tiling
In ue4 UV 0,0 point is top left, not bottom left
TheCabmeister:
no, its zero,but anyway i solved it by add 0.025 value to max UV offset
when i export it to ue4, its look same
Anyways, if adding 0.025 fixes it, it definitely sounds like a precision issue to me and you should check out that checkbox.
To change center position, you can go to negative spaces. To get it on the bottom right, you would apply offset of -1,-1.
https://www.youtube.com/watch?v=-V8_SffuGaw&feature=youtu.be
it help me a lot