Hey everyone,
I’ve been working on a material baking tool for Unreal Engine and just released Version 2.
This tool is designed to convert complex materials (layered, procedural, world-aligned, etc.) into clean, optimized PBR texture maps directly inside the editor.
What it does
Bake complex materials → PBR textures + ready-to-use materials
Key Features (V2)
• Full PBR texture baking (BaseColor, Normal, ORM, Emissive, etc.)
• Supports layered, procedural, and triplanar materials
• Static & Skeletal Mesh support (including characters)
• Batch baking workflows (per mesh / atlas / combined)
• Automatic Material & Instance creation
• Auto-assign baked materials back to meshes
• UDIM / tiled / overlapping UV support (single atlas output)
• Custom passes (displacement, opacity, custom data)
Workflow
Bake → Generate → Assign → Done
Demo
Full Documentation
Available on FAB
Feedback
If you’ve worked with similar baking workflows or tried something like this before, I’d really appreciate your feedback.
Happy to answer any technical questions as well.
