![]() So I’ve managed to solve this issue myself. Make textures in Mari with Multiple UDIM’s–> Import into Maya and set up whatever node system, or material that can handle export as FBX with rig, mesh and texture–> Import into unreal with all 4 material channels in use, using the 4 separate UDIMS. I would like to be able to export my skeleton, with my rig, and multiple udims and textures from maya into ue4 as an FBX. I don’t need normals or speculars, my art style for my game just simply doesn’t require it. Using Mutliple UDIM’s in UE4 doesn’t seem possible other than using this method but there are so few resources on how to implement this. I’m aware that Unreal is Limited to 4 materials to any object which is fine, I can work within those constraints. I’ve found some paid software that does it, but as I understand it should be possible through Maya’s Hypershade node system. Would I need multiple diffuse maps? I would think so. Basically what I’m looking for is how to create A Multiple Material Skeletal Mesh (One for each UDIM of the texture). I have managed to find a method that works with VRAY renderer but I need something that works with Arnold or Renderman. Hello there, I have been having a hell of a time trying to find a method of moving high resolution textures from Mari to unreal.
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