UE4 Can I still use diffuse spec?


Had a quick question about texturing in UE4. Does it work to create environments with the old texturing process of diffuse spec normal? or If working on assets in UE4 is it a must to use the albedo rough metal norm texture workflow to have the assets look right in UE4? I feel like I’ve seen environments done in UE4 with both styles but which one is right and which one is not?

I personally only use diffuse, roughness and normals. But I suppose it depends on what the texture is. I don’t think there’s a right or wrong way, just preference. My specular and metallic values are determined by constants.

Youre asking if you can still use old non PBR workflow, i pretty sure its possible with some tinkering.