Material setup - Metallic / Specular (using DDO)

  1. I think with the new PBR system we are working with physically more or less accurate results. The textures in DDO are all being measured to be as physically correct as possible. In order for that to work there must be rules, not guidelines.
    I’m not saying you can’t play with everything by hand, but that’s just not what i want in this case. I want it to have reflections etc. as close as possible to real-life (with minimal effort → DDO).
  2. Using one extra specular map if not necessarily needed is a waste of texture memory, so if i can somehow skip it, that would be great.
  3. I will try your albedo solution, and check how it looks. I mean something similar to this is what we did all these years before PBR :slight_smile:

But there must be a perfect way to setup textures and materials regarding the workflow from DDO to Unreal 4. All the calculations in the back are mathematical and physical, so i’m pretty sure there is a perfect way.