Map file type requirements?

Are there any file type requirements to import mesh to unreal engine. (Displacement Map, Normal Map, Texture Map, Ao Map)

Im not finding anything at all online at all for any of those. My boss wants me to find it

let me reword, what maps are required to take a mesh from zbrush to convert it over to an fbx file using blender?

It depends on what your mesh is. Typically for something like a character you’d have a low-poly mesh (for the game) and then your high-poly mesh for the detail. You’d bake the high-poly detail into a normal map on the low-poly mesh. You might do a displacement map as well if you want, but that’s something you have to consider if you can use in the game because it will slow down the game more.

I love you darthviper107, I have been searching the internet and my boss was getting ****** off. thank you

what about ao maps will that get used for anything at all?

You can combine that with your diffuse texture in photoshop if you want to make detail stand out more. Or you can use the screen space AO effect in the engine which renders it in real time though it’s not as nice.

is it not possible to paint something out side of the engine? cause if i only need the displacement and normal maps that would require for me to paint everything in the engine.

You don’t paint textures in the engine. The diffuse/spec/roughness needs to be created outside of the engine, but as far as zbrush goes, you can paint those on your high poly mesh and then bake them to the low-poly mesh, or you can paint them to the low-poly mesh after you’ve baked your normal and displacement maps. Zbrush has some painting tools, but you could also use Photoshop, or something like Substance Painter, or Mudbox which does better texture painting than Zbrush.