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UDK materials are applying rotated

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TheAxiom polycounter lvl 3
This is a weird one.
I've made some grass which looks fine in Max and the material editor, but when I apply the material to the mesh it is rotated.

With alpha
http://prntscr.com/6mp6jn

Without alpha
http://prntscr.com/6mp69e

In material editor
http://prntscr.com/6mp6fi

In Max
http://prntscr.com/6mp6vf

I'm sure there's a simple fix. Any ideas?
Thanks. :)

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  • Obscura
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    Obscura grand marshal polycounter
    This is probably something with your mesh, and not with the material. I'm almost sure, if you would assign your mesh in the material editor as a preview mesh, it would also map it rotated. Unfortunately I can't say more, I never met with this. Try to experiment with different export settings. Also, try a reset xform before exporting.
  • TheAxiom
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    TheAxiom polycounter lvl 3
    Obscura wrote: »
    This is probably something with your mesh, and not with the material. I'm almost sure, if you would assign your mesh in the material editor as a preview mesh, it would also map it rotated. Unfortunately I can't say more, I never met with this. Try to experiment with different export settings. Also, try a reset xform before exporting.

    Yeah I tried all that. It must be a setting on the export/import but I haven't touched it since and other meshes have been fine.
    I can't see anything in the settings that would effect it.

    Please help someone!!
  • ZacD
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    ZacD ngon master
    I had this issue with UDK and Softimage when trying to make grass planes, it only happened when I had duplicated and inverted meshes on top of each other. I only had a few grass planes so I just rotated the UV for the areas that were messed up.
  • TheAxiom
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    TheAxiom polycounter lvl 3
    I'm not sure what you mean by rotating the UE4. I'm not using UE4 anyway as it's a school project.
    Nothing seems overlapped or inverted. I've tried inverting the faces and nothing changes.

    I have a feeling no one is going to have a solution for me? :( I can't NOT have grass in the scene.

    These are my export settings
    http://prntscr.com/6n1783
  • TheAxiom
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    TheAxiom polycounter lvl 3
    I tried a single plane and the texture is being rotated on it's side in UDK too. I tried rotating the texture but it still stays in the same direction.
    http://prntscr.com/6n1bkl

    I tried it with a box and it works fine, so it must be something to do with planes
    http://prntscr.com/6n1chs
  • Obscura
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    Obscura grand marshal polycounter
    Probably he mean the "rotator" node in the material editor. You can rotate the texture in the shader with that.

    About the export settings:
    The axis conversion should be set to Y-up. At least its set to that at me and it works fine. As I know 3dsmax has the Y and the Z axis inverted. Lets see if it makes any change. But I think it does nothing with the uvs and it is rotating the geometry.

    If this won't solve the problem, then fix it with the rotator node. That must work.
  • TheAxiom
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    TheAxiom polycounter lvl 3
    I tried the axis and rotator node, no help. At least I know now it's to do with it being a plane. Obviously I need planes for the grass so how do I get around this problem?
  • Obscura
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    Obscura grand marshal polycounter
    The rotator node must work. Show your material setup with rotator, maybe you just didn't set it up right.
  • Obscura
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    Obscura grand marshal polycounter
  • TheAxiom
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    TheAxiom polycounter lvl 3
    It makes it very unhappy
    http://prntscr.com/6n1krk

    I imported a older version of the grass and it works fine, so why does this one not work? What the hell happened?
    All I did is collapse the layers and change the axis.
  • ZacD
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    ZacD ngon master
    TheAxiom wrote: »
    I'm not sure what you mean by rotating the UE4.

    Oops meant to type UV, but I guess when I started typing UV turned into UE4. You are only going to have a few variations of grass, so it would be best to best to find an work around that looks fine, and just work with it.
  • Obscura
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    Obscura grand marshal polycounter
    Very interesting.
  • TheAxiom
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    TheAxiom polycounter lvl 3
    My old meshes don't have centered pivots which is annoying, but I can't re-import because it breaks it.

    Problem is I can't use this grass either because the planes are dark on one side. Is there anything in-engine I can do about this?
    http://prntscr.com/6n1sgd

    A tutorial said I had to set lighting mode to custom and move the diffuse to 'CustomLightingDiffuse' but it just makes the grass black.

    Edit:

    Oh wait I fixed that by putting it in 'CustomLighting' instead of the option mentioned in the tutorial.
    http://prntscr.com/6n1v5c
  • TheAxiom
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    TheAxiom polycounter lvl 3
    Still no idea about the rotated thing though. I'd like to know how to fix it in-case it starts doing it with my other assets.
  • ZacD
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    ZacD ngon master
    You can rotate the texture, or the UVs in 3ds max. I've only had this occur when trying to make grass planes.
  • TheAxiom
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    TheAxiom polycounter lvl 3
    Like I said earlier I did try that. Rotating it does nothing except make it freak out. I think it's a UDK glitch when using a plane.
  • Ramseus
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    Ramseus polycounter lvl 13
    Could it be using a second UV set unintentionally? I've never seen an export/import change the orientation of UVs and your mesh seems to be the right orientation...

    And one thing I've done for the ugly black shadows is to set the meshes I use with foliage layers to a lightmap size of 4 so the lightmaps are just one blur. Seems to help a bit. Obviously you don't get any detail, but it should still be either in shadow or light and it definitely speeds up light building so meh.
  • THendersonVFX
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    THendersonVFX polycounter lvl 6
    It has to have something to do with Max, not UDK. Keep in mind, that in Maya and Max Y is up, and Z is forward/back. In UDK, Z is up and Y is forward/back. This may have something to do with your Max meshes. Set your pivot point, freeze your mesh's transformations, then delete the history.

    If that doesn't work, try turning off Z Axis Up in your export settings. Whenever I export out of Maya, I leave my work facing up on the Y, with no option to change Z to up, and they import fine into UDK as static mesh FBX models. UDK may be trying to auto correct your planes for you

    I use tons of planes and two sided meshes in my vfx work in UDK, and I've never had that problem.
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