How can i properly export the textures i made in Substance Designer to UE4 so that they will look exactly the same as in Substance View port ?
I made simple Sci-Fi floor where the roughness map plays the biggest role. In SD it look all nice the way i want but when i bake the bitmaps the result is very bad.
The resolution is the same. This happens on .png .jpg .tga or .tiff
I can see all the details inside the UE 4 while looking on the map but there is no big result to the material object itself.
Since now i was just using Lerp to tune down the roughness map and it was fine. But now when i do it all the details are lost.
Some gamma issues?
When i publish substance as sbasr the problem looks to be smaller but still it dont look exatly the same as in SD.
Please help
Replies
also check your Normals . they look weird. Maybe invert in G channel .
Yes! That was it
Thank you very much for fast response.
http://forum.allegorithmic.com/index.php?topic=2338.msg11008#msg11008
Even after turning sRGB off, you might still get inconsistencies. :S
You may need to remove and insert your texture again if you used them in a material to fix their settings
http://prntscr.com/dhejft
Or you meant this---
http://prntscr.com/dhen9b
But when I change it to a mask it give me an error.
Error [SM5] (Node TextureSample) TextureSample> Sampler type is Masks, should be Linear Color for /Game/Import/phong5_Roughness.phong5_Roughness