Hi, my name is Scott, I'm new to the Polycount forums.
I was wondering if there was a way to create a shader network inside of Maya, (let's say blinn a wood shader) and export it as an image file so I can use it inside of Unreal for my static meshes?
Is this possible? if not, are there any creative ways I can make it work?
Replies
Convert to File Texture (Maya Software)
That's the general starting point, I'm sure there is some more detailed information out there.