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…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
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.
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.