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.
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UVs
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I then exported the textures from Substance...
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... and created a material for the floor in UE4. When I moved everything over I noticed that my floor now looks like this
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I checked the textures and they all look like this (I'll just include the normal map)
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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
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 :-)