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Maya to UE4 Skeletal Mesh Character with LODs, missing UVs after importing in UE4

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Oblivion2500 polycounter lvl 6
I have Maya LT 2018.3 and Unreal Engine 4.19. I have a skeletal mesh character with a base mesh and 4 LOD. They are all skinned to same skeleton and control rig. I exported using FBX 2016/2017 inside of Game Exporter in Maya LT. When I import to UE4, I checked "Import LODs" and the base mesh looks great with the material applied (2 materials, one for body and one for the head). However, when I zoom away from the model and it changes to LOD 01+, the material on the mesh changes to a distorted issue and I also check the UVs on the LOD 01+ meshes don't have the UV imported but it shows up in Maya in the UV editor. I tried importing to Blender and Unity. They still retain the UVs for the LOD meshes. I don't know what am I doing wrong. I even tried a different UE4 version and also tried importing the fbx file to a new maya scene and it works fine and looks great.

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  • Oblivion2500
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    Oblivion2500 polycounter lvl 6
    I figured out the issue since my SK mesh had two materials (one for the head, one for the body). The base mesh was using the correct body material for the body and head material for the head. However, the LOD01 meshes and plus was using the body material for the head and head material for the body. So if you click on each LOD and look at the editor on the left, just click on the material settings and switch them around, they should look like as they should like the base mesh. Geez, who knew such an odd problem could be just simple misunderstanding and fixed easily.
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