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Advanced Texturing Pipeline from Mari to UE4 Using multiple UDIMs in Maya for Skeletal Mesh

Hello there, I have been having a hell of a time trying to find a method of moving high resolution textures from Mari to unreal. I have managed to find a method that works with VRAY renderer but I need something that works with Arnold or Renderman. Basically what I’m looking for is how to create A Multiple Material Skeletal Mesh (One for each UDIM of the texture). Would I need multiple diffuse maps? I would think so. I’ve found some paid software that does it, but as I understand it should be possible through Maya’s Hypershade node system. I’m aware that Unreal is Limited to 4 materials to any object which is fine, I can work within those constraints. Using Mutliple UDIM’s in UE4 doesn’t seem possible other than using this method but there are so few resources on how to implement this. I don’t need normals or speculars, my art style for my game just simply doesn’t require it. I would like to be able to export my skeleton, with my rig, and multiple udims and textures from maya into ue4 as an FBX. This is the pipeline I’m looking for.

Make textures in Mari with Multiple UDIM’s–> Import into Maya and set up whatever node system, or material that can handle export as FBX with rig, mesh and texture–> Import into unreal with all 4 material channels in use, using the 4 separate UDIMS.

So I’ve managed to solve this issue myself. All that needs to be done in Maya is to create lamberts in Maya and set the colour slot to a file and apply your textures via each udim by selecting all faces on the udim, right clicking the material in the hypershader and clicking “Assign material to selection” Apply this to all Udims and your object will be textured properly, assuming you have your textures in the right order. Once completed you can use the object select mode to select the object and expert selection. Once on the final export screen if you EMBED MEDIA you will retain the Materials and the textures within the FBX file. If you choose not to, it will still retain the individual material slots in the FBX with a white lambert in each slot, and then you can manually name, and organize your materials and textures to whatever structure you may prefer. Apply your materials to the material slots in the skeletal mesh and you’re done. If anyone has any trouble I can upload a video going into more detail.

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Hi , this seems useful… I have been looking for this answer from a long time… I’m just learning UE4 just wanted to know how to import multiple texture UDIMS from Mari to UE4… if possible can you upload the video … So it will be more clear and helpful to understand the procedure … Thanks in advance…