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SOLVED - Stretched textures when exporting from Substance Painter

towser
polycounter lvl 3
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towser polycounter lvl 3
Hey,

Wondering if someone could help me with an issue I'm having exporting textures from Substance Painter (to be taken into UE4). I have my model as shown below - it has 3 texture sets (1 for the mesh, 1 for the floor and 1 for the hole under the mesh). I applied smart materials to the model in substance painter then baked the mesh maps. 


UVs


I then exported the textures from Substance...



... and created a material for the floor in UE4. When I moved everything over I noticed that my floor now looks like this



I checked the textures and they all look like this (I'll just include the normal map)



Could someone help me figure out what I've done wrong here and what I need to do to fix this please? Any help is gratefully appreciated.

Cheers

Replies

  • Eric Chadwick
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    Any overlapping UVs?
  • towser
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    towser polycounter lvl 3
    Just checked and no overlapping UVs.

    Think I may have solved part of the problem - it looked like my tiling was off which looks like it fixed the stretching issue, however when I look at the Static Mesh I can see beige rectangles which definitely aren't there in substance - new screenshot attached. Also the scale of the tiling in UE4 doesn't look like it matches Substance when I set it to 1. Anything else just brings back the stretching/bleeding.

    I am a bit of a newbie at all this so apologies if this is all basic stuff :-)
     
  • towser
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    towser polycounter lvl 3
    Sorted it - started again and that seems to have done the trick :-) 


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