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New Participant
October 10, 2020
Answered

Texture Issue in UE4

  • October 10, 2020
  • 3 replies
  • 779 views

So I can create a character in Fuse and manually export the OBJ to mixamo rigger, that's fine....after downloading the rigged character and try to import it in to Unreal Engine is only gives me 1 single material slot but I have 2 materials obviously (Skin and clothing) but somewhere along the line between exporting from fuse and downloading the rigged character it strips the UV mapping.....so now when I try to apply, say, the skin material un Unreal Engine it just applies it to the whole model, clothing too! Thing is, I had no problems with the Fuse > UE4 workflow before adobe took over Fuse...sooooo what's the deal!? What's the solution?

This topic has been closed for replies.
Correct answer Ussnorway7605025

yes mate uploading from Fuse gives you a different model than uploading manually does... Holly made a great tutorial with work arounds for this issue in the Fuse forum which Adobe has now locked

3 replies

Ussnorway7605025
Brainiac
October 11, 2020

I had a dig around and found this for you... its old but covers the basic issues

also she is the best person to talk to as Adobe just doesn't know

 

p.s, yes locked = tossed in the bin

New Participant
October 11, 2020

Thank you! I will take a look in to that it's been a step in the right direction much appreciated! 🙂

New Participant
October 10, 2020

when you say "locked" i'm assuming you mean no longer viewable? I tried to search for it and couldn't find it. It would be great if someone can remember the workaround as this issue is kinda holding me back from getting on with important feature implementations to my teams game.

Ussnorway7605025
Ussnorway7605025Correct answer
Brainiac
October 10, 2020

yes mate uploading from Fuse gives you a different model than uploading manually does... Holly made a great tutorial with work arounds for this issue in the Fuse forum which Adobe has now locked