Thank Zac for assisting me with these texturing issues of mine.
It could very well be that I’m not using the advanced lighting map - my goal is mostly space games, and I’m not sure at this point yet if I would use ALM or not (as you can tell since I get stump’d early on with just getting models to look right)
So I usually always just start off with an Empty map or one of the Blueprint FPS or 3rd person etc. Again I have to say (and I do realize things have changed massively since the beginning) that in the past I would always just start with an empty map and my models looked fine when doing the same I’m doing now…
I’m also surprise to hear that for PBR texturing, a metal object shouldn’t have white specifying what areas of the model are pure metal? Yes, the texturing is very basic at this point, and frankly, I was hoping there was something that 'Alle was doing wrong with their export preset that I could report back showing issues when going into UE4.
But typically any “rust” would be denoted by “raised” (closer to white) in the Roughness map causing a reduction in “shininess” (along w/bump maps) - the metal channel would stay white from everything that I’ve learned and read? Yes you could also lower the brightness on those areas in the Metal map, but I don’t believe that’s what 'Alle and 3D-Coat does in those cases?
3D-Coat and Allegorithmic released guides on the usage of PBR example: PBR Guide #1 PDF](https://www.allegorithmic.com/system/files/software/download/build/PBR_Guide_Vol.1.pdf) & PBR Guide #2 PDF](https://www.allegorithmic.com/system/files/software/download/build/PBR_volume_02_rev05.pdf). A lot of 'Alle’s YouTube videos also state that either an object is “metal or not” (dielectric).
The fact that my model looks the way I expect in Painter tells me I did that part correctly in Painter, but since it doesn’t look correct in UE4, I’m not doing something correct there, which has been what I’m trying to figure out.
I’m close, (where I had previously thought I was done) - it could be that UE4’s interpretation of “PBR” is simply different from Allegorithmic & 3D-Coat (and what their tools are generating) - no blame on anyone, I just have to come up with a solid art path that gets my objects looking the way I’d like in UE4.
I’ll definitely try out that Advance Lighting map when I get home from work this evening, hopefully I’ll reproduce what you’re seeing.