My problem is that I've asked questions about triangulation and game modeling on the forum before and learned a lot, but I've actually encountered an error I can't solve. I've configured my model's UV, Normal, and topology correctly. But I'm experiencing stretching in my models. I'm investigating the cause and how to resolve it. I'd be very grateful if you could explain this technical issue to me, my friends.
There's 2 ways to split a quad into a triangle. If 2 programs triangulate the mesh differently it can cause issues, particularly with normal maps. It's expected to triangulate meshes after UVing and before baking and exporting.
Well, this could also simply be incorrectly laid UVs, or, UE displaying the texture as mapped to an incorrect channel receiving an automatic unwrap.
@nattemre : simply provide your source file (as exported from your scene/as imported into the engine) for people to have a look, otherwise any advice would be a mere guess.
Well, this could also simply be incorrectly laid UVs, or, UE displaying the texture as mapped to an incorrect channel receiving an automatic unwrap.
@nattemre : simply provide your source file (as exported from your scene/as imported into the engine) for people to have a look, otherwise any advice would be a mere guess.
Yesterday, after a lot of effort, I discovered that the problem was caused by the UV, as you said. I hadn't divided the UV there, and it had tried to bend itself from the inside out. When I fixed the UV, it looked great. Thank you everyone for your help.
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@nattemre : simply provide your source file (as exported from your scene/as imported into the engine) for people to have a look, otherwise any advice would be a mere guess.