So I just started working with PBR in UE4 utilizing metalness and roughness, But I still want to present some of my stuff in programs that don't have Have PBR in them already. So I ask you guys on if there is a way to get a good conversion. What I mean by this is should I make my models in a traditional way or make them for PBR. Then would it be easier to convert PBr regular or regular to pbr.
Just to confirm what I mean by pbr maps and regular maps
pbr: diffuse, bump, metallness, roughness
regular: diffuse, bump, AO, specular
Replies
1. a nice render in UE4, I prefer this over marmoset, because I can use my own environments, and I can animate way better then marmoset (PBR)
2. An interactive model on sketchfab, great to show off on the website (regular)
3. Maybe a really nice render in keyshot (regular)