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Hello there,
I'm working on a little project on Unreal Engine 4 with my brother. I just wanted to make some low poly models, in this case a very simple tree. I'm fairly new to this kinda stuff and once the model was done I had no idea how to make a texture for it. I searched for a while on google and I found out I must unwrap UVs before making a texture, so I thought I'd unwrap UVs in 3ds max, then export the model to Zbrush so that I could paint my textures by hand there, then export both model and finished texture to Unreal Engine 4.
Problem is, for some reason, it all doesn't work. First thing, once I paint my texture in Zbrush and then create a texture from polypaint, what I get is a broken version of the texture I just painted (I'll show some screenshots soon), and if I try to export that texture and use it on the same model in UE4, it's even more broken and different for some reason.
I'm thinking that I'm either making the UV map wrong, or I'm doing something wrong in Zbrush. I did follow some tutorials for UV unwrapping in 3ds max, but I'm not sure I fully understand how it's done. Here are the screenshots:
Model and UV map in 3ds max:
Painted model in Zbrush before creating texture from polypaint:
After creating texture from polypaint:
Close shot of the texture:
I beg you all, I need help badly since I can't continue without solving this problem. If you think there's a better way to paint textures or if there's any other solution, please say.
Thank you in advance,
Gabriel.
Solved! Go to Solution.