If it’s too bright then adjust your lighting, if the colors are too bright then go into your material and multiply your diffuse texture by a constant to make it darker. I would probably darken the Metallic texture, since the beam is more of a rust material which isn’t very metallic looking.
Make sure your compression settings of R and M maps are set to masks. In material editor change their sampler type to Masks and plug red channel of both texture into their respective types.
I had the same problem and fix with the Substance official tutorial.
In big Words.
1· create the materials in painter. Export channels in PBR metal way,
2· create a project in Designer and create a sbar with the textures created in Painter. apply a PBR Base Material and link everything, export as SBAR
3· import in UE4 using the substance plugin.
Hi there,
Is there any big difference between exporting the substance material to UE4 and using the substance plugin in UE4?
I m asking because if possible I like towould avoid to use external plugins.