iam new to UE4 and i watched a few basic tutorials. I was up to creating a little scene by using my own assets.
My problem now is that i need some help to set up the right materials and textures for my asset. But i will give you a special case.
I created a model in , sculpted it in zBrush and baked my maps and textured it in quixel dDo. This all works fine and the model looks great in dDo and marmoset toolbag render. I loaded my .fbx asset in UE4 and placed it. After i created a new material and linked my diffuse, normal and ao map to it. I also got a spec and gloss map out of dDo. But i heared that UE4 has no use for them because its PBR. (i hope this information is right)
I’ve seen too that i can place values between 0-1 to the metal and roughness factor who are the spec and gloss in UE4.
My questions are now:
Are my spec and gloss maps are now totaly wasted i created before?
My asset is made of wood and different parts of metal. How shall i set the metal and roughness factor to let both look good? i dont want a shiny wood or completly unshiny metal
Is there any way to flip the normal mal in UE4 because i heared that i need to flip it to -y?
I hope you guys can answer my three little questions. Thanks
use the gloss or spec map to choose which part should be shiny -> add the texture - connect it with the specular - connect a constant value to the roughness or metallic (here you can choose how strong it should be)
That’s how you can “exclude” one part.
With a lerp node you can choose which value both should have -> connect mask with the alpha (B = ground value)
either you do it directly in the texture (double click onto it -> texture -> Flip green channel) or connect the normal with a multiply add a constatn 3 vector with a value of 1,-1,1 and connect the multiply with the normal)
iam trying to do what you said but i really dont get the results iam aiming to -.-. Could you maybe please show a quick example with a screen how to get spec and gloss work right? It would save my day!
2nd way -> you can choose the roughness between the two parts (in my case the rope and some small spots on the helmet are shiny now and the rest of the helmet is set to 7 (= not shiny)