Frustration - "Black" materials from my textures

Hi Sam, thanks so much for your help as well - yes, I do have concerns about the texturing packing Painter does for the AO/Rough/Metal channels.

I do admit in the material view, it can get confusing trying to remember which color channel maps to what since the texture icon doesn’t display the full name of the file in a tooltip, I usually slide the Material window aside and look content browser to see full name of the file as a reminder.

As far as the ordering of the channels, the filename denotes the order “AO (Red), Roughness (Green), Metal (Blue)” - the image I posted of the Painter export setting shows the layout.

And yes, during these tests, my scales were all over the place, I typically prefer Meters, but I didn’t pay attention to scale with this model since it was a test - I usually just scale it up in UE4.

I agree when I switch the mode to gray scale, the map looks totally white (in the thumbnail) which I would think is incorrect - I would expect some gradiation due to the AO or roughness channels!

But I did do my one test where I exported a “plain” PBR which had all the channels in separate images - same results.

I’ll see if I can get from Allegorithmic in this thread to tell me if I’m doing something wrong in Painter since I know he does great tutorials for both UE4 and Unity etc.

I will try your suggestions when I get home from work this evening.

Using Lerp was suggested earlier - maybe it’s just me refusing to let go of my belief that “PBR” should only need BaseColor, Roughness, Metal, Normal and AO (directly) and look the same across all “PBR” renderers…

This is a wonderful community, and I really appreciate the time you guys have given, helping me to figure out this issue!