Exporting Meshes, UV Scale/Density Wrong
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This is probably an unusual situation, but I've been experimenting lately with building elements in Fusion to be used for pre-visualization in Unreal 4. I've had a lot of strange problems as I've undergone this, but I recently realized that the biggest problem is probably due to Fusion incorrectly scaling the UV maps when exporting a project as a mesh.
LONG RAMBLE:
Unreal wants all units to be in centimeters, so if you export a project into FBX from Fusion with the default units as centimeters, they will import into Unreal at the perfect scale. However, the UV maps are exactly 100x too small. Or 100x too dense, meaning lighting never works (this was the first problem I ran into, because I was only using flat colors to texture items for a long time.
Now, correct texture density is not important for previsualization, but having basic lighting work is important. But it was experimenting with better materials/textures that revealed the problem.
I can FAKE the right scale on the textures by going into the scripting for the materials and forcing a "scale" parameter. However, this is extremely tedious and I have to do it for every single material I'm using. Also, I'm suspicious it won't fix the lighting issue at all (since lighting fidelity is dependent on healthy UV maps, not texture density).
QUESTION:
How do I fix this?
I tried exporting the project from Fusion with the units as meters, then scaling up by 100 when importing in Unreal, but this did nothing. The UV density is the same, regardless. Fusion apparently doesn't care how large something is, it just decides to have UV density be 100x what it should be.
I really, really don't want to bring it into Blender and engage in mortal combat with its UV tools (Lord help me, I will lose my will to live).
