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Why there is a Texture mismatch between Maya & UE5

Hello everyone , I have made a broken wall in maya using a brick texture and set the tiling inside maya to 1.8 in both U and V , went to unreal and done the same setup with texcoord also tile 1.8 and there was a mismatch in the tiling that is most noticeable on the individual brick models on top of the wall , if anyone knows an answer to this i would really appreciate it been stuck at it for sometime now .




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  • Benjammin
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    Benjammin interpolator
    When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
  • MamdouhFahmy
    Benjammin said:
    When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
    I got it looking right in maya after the texture was tiled to 1.8 because the bricks were too big ! also same thing for custom made bricks to scatter on the wall , so shouldn't I apply same tiling to the texture when am inside unreal ? sry i may did not understand you correctly ! i did also try to leave tiling at 1 but same result ,
    one more thing i dunno if it helps but uvs were set to 10.24 texel density for 2k map .
  • Benjammin
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    Benjammin interpolator
    I'm a little confused about where these settings are coming from. Where are you setting the tiling? - if its in your maya material, then the export to unreal doesn't know anything about it. I've used Maya for a very long time but I'm a bit of a luddite with it and may have missed newer plugins or workflows.

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