I'm making some assets for UE4, which uses the metalness workflow, from what I can tell, there's no easy way to use that with DDO, the UE4 export doesn't give you a metalness texture, and it doesn't combine the reflectance with the albedo, so there's no easy way to get assets with both metal and non-metals working well with textures straight from DDO.
Replies
It should be noted though that the GGX curve is missing from the 1.3 release so you have to rescale the roughness for now, but in 1.4 GGX will be fully implemented!
I did on one of my tests, but I've noticed that it doesn't combine the correct reflectance values.
For example, try putting Brick and Gold Metal on one texture sheet. The albedo will be off for the Gold. (for Gold, add a metal, right click on the reflectance box and find the gold preset).
Please let me know your results...
I believe with the metalness workflow you need to create an Albedo for Metalness map instead of a normal metalness one, perhaps that's the issue you're having?
@Eric it would be great to be able to change the project to a metalness workflow after you create it. If this is already a feature I apologize for not seeing it. But it would be awesome to have if you want to switch between different engines, or projects.
Cheers,
Teddy is looking in to suite/UE4 in generally to make sure everything is working correct. We will also try to create more tutorials/write ups in this matter.