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Hey everyone! Sorry for the radio silence. I've been dealing with a bizarre issue that's cropped up. I finished up texturing and rigging the yeen boy. Started importing everything into Unreal Engine to do some rendering, and... the textures got all garbled. Still trying to figure out what's going on. They look great in Blender (first image), great in Maya, Houdini... and then turn all squiggly in Unreal. I'm sure I'll have it figured out soon, but it's been a pain in the butt. If I don't get it figured out tomorrow, I'll make an animation with a different character for this week, so I'm not missing a post. 

Thanks for sticking around and happy new year!

[EDIT: And like 5 mins after posting this, I found the issue. Should've written this post sooner :P]

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totuio

Pas de soucis et bonne année 2022

TheWhiteFoxEffect

What was the issue if I may ask? I'm interested in the process.

zigzagg

So, this was a doozie to solve. I realized that the big difference between the previous models I put into Unreal (the horse and deer) and this one was that this yeen has UDIM texturing. Basically, UDIMs are a way to split a character's texture maps into multiple images, so you can have tons of added detail instead of having to rely on 1 texture per material. Trouble was: While Unreal supports UDIM, it's also a highly optimized game engine. And I guess they forgot to mention in their doc that any UVs outside of that first texture tile are down-resed to the point where they're extremely pixelated. So what Unreal was doing was pixelating the crap out of the UVs. Thankfully, there's a setting that prevents that from happening. I had to read a LOT of documentation before finally finding it.

zigzagg

If you're working with Unreal and have a character with UDIM textures, there's a checkbox called "use full precision UVs". It's buried WAAAAY deep in the asset details for the character mesh, and it's super poorly documented.