Hi! I’ll try to summarize my plight as much as possible, here goes:
I’m trying to export geometry from Rhino to Unreal Editor 4 by Epic, and I’m trying this by means of the FBX export.
The problem is that the UVWs are weird, and inside UE4 I have to re-do every single UVW to be used as tex-map and, more importantly, light-map.
First efficient semi-solution was applying a box-mapping in Rhino prior to exporting, which cleared up the stretching/scaling issue that probably was a result of the Rhino-surface-mapping. I used one of those numbered checkered textures to see if it’s straight and it works fine, it’s no longer distorted. BUT!
But, somehow the unwrap or whatever the box mapping generates is bigger than the rectangle which (i think) represents (0…1,0…1) UV space and that creates problems still with the lightmap.
So, is there a way to “reparameterize” whatever box-mapping in rhino generates as UV space for the objects?
Can I apply this to all objects at once?
I tried exporting manually unwrapped objects from Rhino to UE4 and it works like a charm, all problems gone, but doing that for hundreds of objects is impossible.
Also, it would be really cool if I could set Z-up / Y-up in the Rhino export options, since UE4/Unity/etc all lack that option upon import, and I have to rotate everything there.
And last but not least, does anyone know of a script that exports each layer as a separate fbx-file? So that I can have different material layers, export directly to a miriad of files inside a folder, then grab them in UE4 as a combined mesh. Or if it’s doable, that i might try it, pointers much appreciated
Thank you very much!
Andrei