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PBR to regular Conversion

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

  • EarthQuake
    If you have a bunch of content already made that you want to show off, look into Marmoset Toolbag 2, you can turn off the PBR stuff (like energy conservation) and load standard spec maps.
  • VisceralD
    My goal is to have 2 or 3 outputs
    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)
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