Texture not applying to model

I’ve been trying to add my textures I created from Substance Painter onto my dinosaur model in Unreal. (I’m using version 5.3.2 because that’s the version my University is using for my course).

The teeth, 2 eyes, and the dino body are separate objects, and all my created textures worked first time with absolutely no problem when applying them. However, when I replicate the exact process for the body of the dinosaur, only a light colour gets applied instead of the texture. I have no idea why this is happening, when it’s the same process I used for the eyes and the teeth!


You need to create proper material.

Create material that uses only DIFFUSE and normal map (keep that metallic, ambient, roughhness in material, just not connected).

IF that helps you know its something with that ambient occlusion texture.

Add multiply nodes, and scalar parameter with how much you multiply it.

Create material instance and play with multiplayer values

And try (double check) if albedo metallic and roughness are connected to correct RGB pins.

Is there a correct way of exporting a Diffuse map out of Substance Painter? I’ve got it active in my Texture Set Settings in Channels, but not 100% sure if there’s an Output template I need to use or not. My main shader is set to ‘asm-metal-rough’ as that is what it was at default.

I’m still fairly newish to SP and Unreal.

You kind of need to make your own material:

  • make master material that gets all textures as parameters (its like material template)
  • make instanced materials for each set of textures (for each material exported from substance painter)
  • apply those instanced materials to meshes

I am guessing but for dinosaur looks like roughness/metallic/AO material is incorrectly applied (like wrong mask to wrong type of input).

That is why i suggest you try one after another (like use only R and see if its really ambient occlusion, because it may be roughness there)

Alos that roughness/AO/metallic texture, it is best practice to add multiply by some scalar for roughness and metallic, so you can control those trough parameters.

And watch some tuts about making materials with parameters.

You need MASTER material like this:

Then make instanced materials and apply your textures to them, then apply those instanced materials to meshes.