I have looked through this entire Tech Talk and have not seen anything about the issue I am having. Sorry if this is a repeat, but I am having some issues with materials inside of UE4 from export in Quixel Suite.
I have been plugging in the textures produced directly to their links inside of UE4. Albeido, Roughness(I suppose it's roughness "r"), Metal, Normal, AO.
Is there a particular way to plug in the textures you get from UE4 preset once inside of UE4? My results have looked absolutely nothing like what they look like inside of 3Do. Most of the time I end up with extremely shiny-metalic textures on everything when the result should be something more like brushed aluminum.
Sorry for no pics at the moment, I am at work and was researching before I clocked in.
Replies
Hope someone can shine some light on this!
You will never get "exact" results because 3DO and Unreal do not render things in the same way.
The correct way to set up your textures in Unreal is as follows
Diffuse / Albedo - SRGB checked ON
Spec, Roughness, AO, etc. - SRGB checked OFF
One thing i would appreciate is if Quixel guys could change the order of the exported mask channels. Quixel exports R=roughness,G=metal,B=AO. Would make more sense if roughness and metal would be switched because of the order the textures get plugged in (less cable salad). I use a Photoshop action to do it but would be nice if i didn't have to do this additional step.
Thanks
- Just noticed this is a pretty old post is it possible I'm missing something and this is already in Quixel somewhere?