Well I ran out of time unfortunately. No way I can clean this all up and present in time.

I made a super streamlined workflow for:
  • Generating texture maps from hi poly to low poly mesh. Labs baker works, but I also made a quick Marmoset script deployed from Houdini which is much faster and higher quality than the Labs baker.
  • Loading texture maps with proper image settings per texture type into cops with one click (with ability to use an existing copnet as a template)
  • Batch render the PBR textures out of cops with one click
  • Generate an Unreal Engine 5 python script that automatically loads all the textures, meshes, and creates materials and assigns them automatically to the correct asset.

As of today, it all works and it is glorious. Only problem is I am burnt out and my assets that I use are a huge web of personal HDA tool suites, some of which I do not want to share. It would take a long time to make some proper examples.

But while I won't get my project in on time, I thought I'd share and see if anyone was interested in what I was working on.


High resolution geometry


Low resolution geometry


Handy quick generation of some basic maps from high rez to low rez geometry for texturing


A little COPs helper that loads in a folder of images and some extra goodies to use a template and also specify texture types


handy preview while you work and an HDA that can output all the PBR maps at once.


This handy node generates an Unreal Engine 5 Python script that you can copy and paste right into the python console in Unreal Engine! Just need to enable Python on your project.


Here are the results. No additional work needed to load into Unreal Engine, just run the script provided and the asset will load with the textures and materials assigned.

The entire pipeline is designed so that any changes you want to make can be quickly updated and pushed back up to Unreal Engine. This can all be set up in PDG no doubt and can literally be a one-click process (aside from actually running the UE5 script, but maybe there is a way to do that too.)

This was fun, but sad it didn't come together in time. Maybe next time.