Blender Materials to Unreal

I know this is an Unreal Forum and not Blender. I just started learning Blender because of the Fortnite Porting plugin. I took me a minute to figure how to export textures from Blender to Unreal. When I export my character it always came into Unreal gray. I am using the Fortnite character Tsuki 2.0 if that helps. She is pretty the and android/cyborg character I use. So I figured out how to export materials but the textures are not attached so now my materials are gray. Found a workaround got the textures into Unreal.

In Blender the textures are labeled as:
T_F_MED_Cyber_Armor_Body_D (Diffuse)
T_F_MED_Cyber_Armor_Body_S (Specular)
T_F_MED_Cyber_Armor_Body_N (Normal)
T_F_MED_Cyber_Armor_Body_M (What does the “M” mean???)

In Blender it is pluged into a FP_Shader which I discovered is a Group Node. But the attribute it’s plugged into is just labeled M. I know how to reconstruct the material in Unreal I just stumped where to but the texture T_F_MED_Cyber_Armor_Body_M. I have put it in metallic, roughness.

This what I have in Blender

This is what I have in Unreal

1 Like

You’re on the right track. You probably just need to feed one channel into the metallic and roughness.

You have to open the texture in the texture editor to figure out which channel.

Forttnite characters have multiple channels packed in to the textures.

For the _S texture, I think you would plug the red pin into specular, green into metallic, and blue in roughness.

The M_ means masks. It appears the red channel on that is for ambient occlusion and blue is opacity (to drive subsurface scattering, not for standard opacity). I’ve seen green referred to as “rim,” which presumably goes into some Fresnel stuff in the original material for a rim light effect. Could probably ignore that one unless you can find an example of how it’s supposed to work.

Thank you both for your input I tried both suggestions and they work. The only problem that I am having is how to enable the opacity input pin. When I use or create a new material its grayed out. When I change it to a subsurface in the details panel Shading Model all of the materials come white.

I will just have to figure out how to get the Opacity and Opacity Mask from being greyed out.

After you change shading model to subsurface, the opacity pin should unlock. That it turns white means you need to plug a color into the subsurface color pin.

Or use subsurface profile model instead, and create a new profile from the dropdown in the details panel below the shading models options.