hi people,
I am a beginner with UE and with big background in development with programming languages. Decided to jump into Game Dev almost spontaneously. I’ve gone through a ton of materials so far and finally created my first models and textured them in Blender. Then I imported them in Unreal Engine 5.3. Everything is fine except 2 things with materials/textures. I would like to ask you to help me understand what should I dig to figured out what could be the root cause of the issues.
Please have a look at the 2 screenshots attached. The first one is from Blender. The second one is UE 5.3.
My first question is why my model in Unreal looks brighter than in Blender?
Do you see kind of “white noise” on tongue and lips on the second screenshot from UE? What could be a root cause of that?
Let me know please if I should attach screenshots with created materials.
It most likely looks brighter because your Unreal scene is over-exposed. Could also be that you are sampling your base color as linear instead of sRGB.
The noise is Lumen’s short-range AO. Reason it looks like that is because you disabled antialiasing; Or more specifically, because you are not using TAA/TSR.
Realistically you should be using TSR or TAA but if you want to disable short range AO: r.Lumen.ScreenProbeGather.ShortRangeAO 0
Or you can switch to using SSAO by using the above cvar and the following cvar: r.Lumen.DiffuseIndirect.SSAO 1
Update. I’ve manged to resolve those issues. Thank you very much @Arkiras for tips.
Regarding to the first one. My BaseColor had disabled sRGB, so I’ve enabled it. Additionally, I’ve changed strategy to export my textures from Substance Painter and import them in Unreal. The way is:
a. Template should be Unreal Engine 4 (PAcked). 8bits. png or jpg
b. Exported textures import to Unreal.
c. One of the maps contains Metallic, Roughness and AO. I disabled sRGB for this map in Unreal.
d. Then created node and connected R with AO, G with Roughness and B with Metallic.
e. Other textures are self-explanatory for connection.
It is as expected now.
Disabling r.Lumen.ScreenProbeGather.ShortRangeAO helped to get rid of that issue. Actually antialiasing TSR and MSAA helped too. I don’t know yet what is better for me. Will see