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)
Substance painter and the advanced lighting map both use hdr cubemaps to add environment lighting. If you want to make sure UE4 and Substance painter are both matching up, it’s a good place to start. Once you have a scene or level, adding a reflection capture actor will let that environment act as the cube map and give your asset environmental lighting.
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…
Just make sure you have a reflection capture actor and some sort of environment or scene around the asset and it should look somewhat similar to Substance painter, a completely empty scene wont look as good.
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.
A black metal box like that would likely be made of flat sheets of aluminum or steel that were then bent and cut, and finally painted black. The material you are creating is metal which was painted black, which means you want the PBR values for black paint, which is a non metal. There’s no black metals, copper, steel, aluminum, brass, gold, chrome, etc, all have base color values above 180/255 or 70%.
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?
Rust or oxidized metal do not have the reflectance properties of metals. They are typically rough, yes, but they still don’t look like or behave like metals and should be black in the metallic map.
**3D-Coat and Allegorithmic released guides on the usage of PBR example: PBR Guide #1 PDF](3D design software, AR design software, and apps | Adobe) & PBR Guide #2 PDF](3D design software, AR design software, and apps | Adobe). A lot of 'Alle’s YouTube videos also state that either an object is “metal or not” (dielectric).
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Just look at Figure 13, the rust is black and the raw metal is white. Yes, you should be thinking about metals and non metals as black and white, only using grey when transitioning between rust and no rust for example.
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.
Nope, they are pretty much the same, that’s why when using the advanced lighting map so that UE4 and Substance painter are both using an environment map to light an asset, they look pretty much the same.