Texture stretching/distortion when importing to Unity

JakeGuestArt
polycounter lvl 6
in Unity
Hi all,
I hope someone can help with this as I don't have a lot of time left to finish this asset up.
Basically, long story short - I made an asset, UV'd it in Maya, textured it in Substance Painter, all looked great. Now I've imported the mesh into Unity and the UV's are stretched.
This is the mesh in Unity -

Mesh in Maya -

Mesh in Painter -

UV's -

The strange thing is that if I export the mesh from Painter, it's fine and works properly. Problem is with this, I need 2 separate sub-meshes for 2 separate materials and exporting from painter combines the mesh.
Any help would be amazing. I think I may be missing something on the import in Unity, but I really hope someone knows what I need to do to fix this.
I hope someone can help with this as I don't have a lot of time left to finish this asset up.
Basically, long story short - I made an asset, UV'd it in Maya, textured it in Substance Painter, all looked great. Now I've imported the mesh into Unity and the UV's are stretched.
This is the mesh in Unity -

Mesh in Maya -

Mesh in Painter -

UV's -

The strange thing is that if I export the mesh from Painter, it's fine and works properly. Problem is with this, I need 2 separate sub-meshes for 2 separate materials and exporting from painter combines the mesh.
Any help would be amazing. I think I may be missing something on the import in Unity, but I really hope someone knows what I need to do to fix this.
Replies
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Have you tried triangulating the mesh when exporting? Looks like Unity uses a different triangulation algorithm, therefore the UVs look stretched.
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elomeno said:Have you tried triangulating the mesh when exporting? Looks like Unity uses a different triangulation algorithm, therefore the UVs look stretched.
Thank you so much! -
Sure, glad that I could help