Hey everyone. So I split my UV map in blender into 4 different sections to texture paint an apple. The apple displays the texture correctly after I create a new material and add it to the static mesh in UE4. The problem is when I add a normal+bump map to the material editor. Instead of being a seamless fruit, it's now a botched experiment of pure frustration lol. So… why is this happening when the painted texture wraps around the apple correctly before adding the bump and the normal?
UV map breaks when adding bump+normal map to material editor in UE4?
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