Maya to Unreal workflow - texture atlas and UDIM reduction

Any texture baking experts?

Goal is to get a multi-UDIM Maya file into Unreal with some sort of Texture Atlas baking process, and optional UDIM reduction.

I have been using this workflow which works for me some of the time

But when it doesn’t work properly I am encountering 2 issues

  • imported objs in Unreal have multiple material assignments (texture slots)

and or

  • UVs seem messed up, applied materials are all jumbled.

Would appreciate any feedback at all or pointers to a better workflow!

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