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)
- UVs seem messed up, applied materials are all jumbled.
Would appreciate any feedback at all or pointers to a better workflow!