# What it the industry standard for texturing for Unreal.

**URL:** <https://forums.unrealengine.com/t/what-it-the-industry-standard-for-texturing-for-unreal/466208>\
**Category:** Rendering\
**Tags:** workflow, baked-lighting, PBR, unreal-engine, question\
**Created:** [June 3, 2020, 9:48pm UTC](https://forums.unrealengine.com/t/what-it-the-industry-standard-for-texturing-for-unreal/466208 "2020-06-03T21:48:45Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ajharding1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ajharding1](https://forums.unrealengine.com/u/ajharding1)\
**Post date:** [June 3, 2020, 9:48pm UTC](https://forums.unrealengine.com/t/what-it-the-industry-standard-for-texturing-for-unreal/466208/1 "2020-06-03T21:48:45Z")

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Hello,  
I am new to Unreal and trying to nail down the Workflow… is this correct?  
Model in 3DS Max  
Unwrap UVW in 3DS  
Apply textures in max to line up  
export as FBX  
bring in to unreal  
reapply textures to Model with the materials also added to unreal(same as the ones in 3dsMax)

where does baking the materials come into this process

I am trying to achieve PBR materials in Unreal.

Thank you  
Andy
