Textures exported from substance painter to unreal engine 4.7 problem

Hi,

This is how my model looks in substance painter:

And this is how it looks after I import it and the textures into UE:
56e5cc8b650807ec705dc9292f8a2d55b2ee2d27.jpeg

I tried multiplying the normal map and metallic map, but that didn’t help at all. Any help would be highly appreciated!

Well how did you setup the UE material and what do the textures look like ?

91fc9f9b57f89a99555dbea752e954fb6b1aef20.jpeg

I tried reducing the metallic value by multiplying it(I’m not sure this is the right way to do it) and increasing the effect of the normal map(again, I have no idea if this method works).
This is how the base color looks:


The normal:
768b31acd301c940785148b894a08cf50a7bf058.jpeg
The roughness:
c283728fcb82c3232e8b9e034a4d57faced02860.jpeg
And the metallic:
d19d6f3d57294ca1619c3ca8a1e3ea731f626d13.jpeg

Whops, I should have resized them.

And what does the model look like if you don’t multiply anything ?

It looks like this

Try to turn off sRGB on the Roughness and Metal textures

Connect the Metallic map directly to the Metallic slot.
Connect the normal map directly to the Normal slot.
In editor double click your Roughness map and un-check sRGB.
In material editor select the Roughness texture and on the left side put it’s mode on Linear Color.

Also when exporting your textures from substance painter try to save as .PNG and after export is done MAKE SURE to change your normal map from 16Bit to 8Bit before you import it in the editor.

do you have a reflection capture?

Well, after I saw a tutorial on how to export textures from substance painter, I edited my textures and got this result:

It’s not ideal, but it’s quite better.
Instead of just exporting the textures with the default settings, I now export them with the preset for UE4 and get 3 textures, 1 for the base color, 1 for the normal, and 1 for the Metallic, Roughness and Ambient Occlusion. When I import them into UE the settings go this way:
-for the Base color the sRGB checkbox is checked and the compression settings are set to TC Default
-for the normal the sRGB checkbox is NOT checked and the compression settings are set to TC Normalmap
-and for the Mettalic Roughness and AO the sRGB checkbox is NOT checked and the compression settings are set to TC Default

My material looks like this:

, I didn’t have a reflection capture, but now I do.

Also the normal map is 8bit.

Any ideas how to further improve the result?

Stop multiplying the metallic, and the metallic should be mostly either completely black or completely white, some transition is okay, but a material is generally either behaving like a metal or behaving like a non metal, there is very little in between.

Try using the Artist Template Map that’s included with the starter content under maps, it has a lighting setup closer to what you get in Substance.

Also for your base color / diffuse / albedo, you should be referencing real world values, PBR is designed to be used with physically accurate values, just throwing random color values in is going to give you bad results.

Also, you should really have an iterative process for this. Don’t put all your maps in the material, if it looks bad you won’t know why. Start with the base color and use constant values make sense for roughness and metallic (0.1 roughness, 1 metallic is going to look a lot like your reference image). Ignore AO as well.

If it does look like the reference, check with the metalness map instead of the constant value, etc.