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>> No.919368 [View]
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919368

>>919331
>re-applying the whole textures though another node based system inside unreal doesn't sit right with me
Lazy, but understandable. There are quasi solutions (basic Maya shaders to fbx, USD and Material X) but you'll need to make things look good in Unreal, which means learning its material editor. This is especially true with environments where you're going to need stuff like tileables and instance scattering variables. It's actually a lot easier for characters where you'd only have 3 or 4 materials and won't need a ton of overlays and variations. Stuff like decals. A lot of Unreal cowboys on youtube just reuse materials from asset packs and learning libraries. That's fastest way to get something half decent on screen.

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