Greetings,
Had a quick question about texturing in UE4. Does it work to create environments with the old texturing process of diffuse spec normal? or If working on assets in UE4 is it a must to use the albedo rough metal norm texture workflow to have the assets look right in UE4? I feel like I've seen environments done in UE4 with both styles but which one is right and which one is not?
Replies
http://i287.photobucket.com/albums/ll152/GC_Vos/Screen%20Shot%2004-04-15%20at%2012.16%20AM_zpsycaannqg.png~original
There's some good info on here btw: http://www.marmoset.co/toolbag/learn/pbr-practice
In the end it's mostly about how (technically) realistic you want the properties to be.
There's no reason that a diffuse/spec workflow would be mutually exclusive to PBR. Cryenegine uses a diffuse/spec PBR workflow, and both Unitry 5 and Marmoset Toolbag support both content standards in a PBR workflow.
Nope, you can't use it because UE4 doesn't support reading the content.
The primary difference between the metalness workflow and the specular workflow is how the reflectivity data is stored. Metalness is not more accurate or more PBR or anything like that.
The only difference between gloss/roughness is the value scale, roughness defines the same content, but inverted so black = most glossy and white = most rough.
More here: http://www.marmoset.co/toolbag/learn/pbr-conversion