Hi folks,
I'm using the UE4 optimized preset from DDO.
What it does is, put all masks into one *_R map at export time
Red=Roughness
Green=Metalness/Spec
Blue=AO
Alpha=Opacity
And the heightmap I'm using for bumpoffset effects is stored in the normals alpha
RGB=Normalmap
Alpha=Heightmap
However, when importing the normal into unreal, it cannot be compressed to TCnormalmap anymore, since this compression deletes its alpha channel.
So currently i'm using TCdefault with srgb off for the normalmap, which seems to work, but I'm not sure if this is the desired workflow here. Could anyone pls confirm?
Replies
Sorry about the hassle!