I know this sounds like a unnecessary feature, because we can bake in xNormal, S. Painter, S. Designer etc etc… But I was baking a model here, then while making a graph in Substance Designer I realized that this specific material (its network) will be better made in UE4, because of some adaptive stuff (snow on top etc). Then I realized I just needed the normal maps, a curvature map and an AO/cavity map. The rest I’ll parameterize in UE4…
To the point: if we had a baker for input maps in UE4 we would skip/save some time opening softwares, renaming etc. I know the naming schemes can be automated in these softwares, but it also takes some time, and for a newbie is another set of tutorials to watch.
The idea would be, the standard stuff:
- Browse to the high poly
- Choose the maps to bake and its settings
- Bake
- Delete all caches.
- Choose compression modes, mip LOD bias etc (this is up to the user. UE4 already offer this).
I don’t know how much it’s worth the effort to implement. Just a thought here while repeating baking steps.