So I got my textures to a place I was pretty happy with in the Quixel suite:
Exporting the textures and hooking them up in Unreal, though, a lot of the definition (both form and material) is gone:
Any tips on how to fix this? Is a matter of normal bias, or lighting, or something else?
Thanks in advance!
Replies
Texture resolution
Texture compression settings
How you have done the material
you don't need the metallic slot either, should be 0
maybe posting the maps will help.. I don't see any obvious mistakes
3do has a sharpen effect turned on by default.. maybe that is also causing part of the difference
was the height/displacement slider on?
Gloss is definitely inverted, but there's no doubt that the roughness level is too low. I could just tweak it directly, but it'd be nice to figure out what when wrong in the pipeline.
https://www.dropbox.com/sh/qisg0bkgvecmdzw/AABjCF1_kpofFZ8873BQzJwWa?dl=0
Maybe someone with more experience could comment on this..
but I think it's the roughness values that don't match, the current (non existing?) light setup inside ue4 compared to the one in 3do.. you got a nice rim light in there..
and maybe the sharpen effect
Ok, sRGB was definitely part of the problem. Thank you!
If you have a really detailed specular texture in 3do, you'll want to either transfer that detail to your roughness map, or use levels to remap your 3do specular from 0-0.08 to 0-1 and plug that into the specular input. You can also multiply your specular input by a cavity map to get some small-scale specular occlusion, which can help to sell a material. (By a cavity map I mean an Xnormal/Knald cavity map, not the curvature input Ddo takes and calls a cavity map. But if you have the curvature input for Ddo, you can turn it into the right kind of cavity map with levels.)
(couldn't find any info in the documentation)
and what if you wanted to import roughness in the blue channel of a normal map, would that be a bad choice?
btw.. don't want to steal your thread
Greyscale doesn't compress the texture, but it only supports one channel.