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Hello!
I've been spinning my wheels and wasting a lot of time, so I think I should reach for help!
I've modelled a character in Blender, UV'd it and rigged it. Brought it into Substance Painter to create textures. Then applied those maps to the Blender model in Unreal Engine 5.
Result: Texture lines look distorted.
After a search, I see that the solution is to use the mesh exported from my Substance project. When I bring that into UE5, the textures look fine but the rig has been lost.
Next, I try importing the FBX from Substance back into Blender and re-rigging. But when I take that to Unreal, the textures are distorted again (not sure why, it seems to be the same triangualtion.)
I'd be grateful for some tips on a workflow that will (a) produce clean textures in UE5 while keeping my rigging and (b) keep thing as flexible as possible ie. being able to make updates to model/paint/rig without having to redo a lot the other aspects from scratch.
Thanks!
Btw, all this is happening on a Windows 10 machine, fwiw.
UE5 Version: 5.3.2-29314046+++UE5+Release-5.3
Blender 4.1
Substance 3D Painter, version 9.1.2
Build 3332 - 3dc9c3a1a7902324d43145613f44b539a0d66f51
Well, to answer my own question, in case anyone else has the same problem:
I managed to get undistorted textures by following this procedure for importing the asset to Unreal:
1) In the Import dialog, make sure "import Mesh LODs" is unchecked.
2) Open the asset in the Mesh Editor.
3) Check "Use Full Precision UVs".
4) Check "Import Mesh LODs".
Result: The mesh will be reloaded with clean, undistorted UVs.
Seems a bit complicated, but...
Copy link to clipboard
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Well, to answer my own question, in case anyone else has the same problem:
I managed to get undistorted textures by following this procedure for importing the asset to Unreal:
1) In the Import dialog, make sure "import Mesh LODs" is unchecked.
2) Open the asset in the Mesh Editor.
3) Check "Use Full Precision UVs".
4) Check "Import Mesh LODs".
Result: The mesh will be reloaded with clean, undistorted UVs.
Seems a bit complicated, but...
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