Hey ! I'll make it short, I'm happy with my work in Painter so I exported everything for Unreal Engine. I don't know where the problem occurs, maybe it's my mesh export, or some settings I'm missing on import. If you have any ideas please help me :') Thanks
Here are a few screenshots :
*UE*
*Painter*
*UE*
*Painter*
*UE*
*Painter*
That's happening all around my mesh, looks alright from mid distance but can't get any close-ups.
Replies
Triangulate the mesh before export to fbx, use the same mesh for painter and unreal
Tell unreal not to screw your normals over on import
If you've done the following steps and it hasn't worked I'd suggest posting the fbx (or part of it) up here so someone can take a look
make sure painter is using mikktspace for it's tangent basis (iirc its the default)
replace the painter mesh in your project with the triangulated one - making sure your fbx export settings preserve normal etc, rebake all your mesh maps then export your textures again
import the same fbx file to unreal, ensuring that it doesn't rebuild mesh normals (there's a load of settings in the importer) - sometimes it's a good idea to delete the previous version, save and reload the project to make sure it's fresh.
Are there settings to tweak in unreal (i'm fairly new to the engine) ? Like the virtual textures settings, should I change some of these ?
Nevermind, it's not the resolution, some parts look as they should. It's something else, but can't say what.
*Unreal*
*Painter*
the default types are pretty nasty - i like BC7 for multi-channel maps
Will have a good night sleep and play around with the settings tomorrow