I just learned about the practice in unreal to pack textures into different channels to improve performance etc. The ORM texture for example where ambient occlusion is on the R channel, Roughness on G and Metallic on B.
Now I do have a lot of textures with AO, Roughness and a specular texture.
I don’t know if it’s good practice, but I am trying to combine them just like done with an ORM texture. I do this in photoshop. 2K texture - 8bit sRGB color space and export as .tga
However, somehow when importing into unreal engine 5 with default compression settings, the textures in each channel seem compressed/lower quality than the source.
How can I fix this?