When importing my Maya mesh into UE, my texture is massive. So I’ve been expanding the UV shells in Maya to compensate. They need to be well beyond the 0,1 range. Thing is, I would like for them to be real world scale, so that each material in UE looks fine.
I’ve seen that it is possible in 3dsmax. Is there a workflow ya’ll use in Maya to do this? I would imagine it might be in the Layout UV options, but can’t find the appropriate one. Right now i’m scaling by eye, but that is unreliable. I CANNOT believe this would not be a feature in Maya. If so, wtf?