Latest UVMap Activity
JoeJ said:
It's meant to increase texture memory requirement options (because downscaling only allows jumps of ¼):
Ah, I see! Thank you for the explanation!
Yeah, I imagine now that most machines will handle a 4096 texture, and that those that won't will likely be fine enough with a 2048 one.
Going bac…
I'm trying to make walls with the less possible geometry, but I stuck at the texturing. I'm using a quad as a wall and when I texture it, this is how it looks like:
The texture is stretched. I know why this is happening and the only way I know to solve it is by adding extra geometry (subdividing th…
Kiiryu said:
In the case of the above image, it basically comes down to 1 tile = 1 face (horizontally), with the exception of vertical edges.
But faces have different widths, so this incorrect mapping causes distortions. For example, look at the top middle of the picture: the face where the low platf…
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 seam…