Hello, I imported a very large object, it has 30 textures, they are used throughout the object, but when importing, was generated 407 materials, how could I solve this? this is causing huge shader to compile, 1 material from each texture would be enough for the whole object, thus reusing it elsewhere
In 3d modeling software (3ds max), there are only 30 materials used throughout the object.
Bake everything into a few textures (1 for each needed pin on the material output) and use only 1 material?
If you can share a photo of how it should look like I can tell you how many textures and shaders you’ll need.
for a one-time-shot use the merge actor tool which can bake your material into one (or at least less than 407). for the next time in the fbx import dialog you can setup how ue handles textures and material slots.