I've plugged in the textures created from Quixel Suite to the respective material nodes in UE4 but for some reason the texture comes out super shiny. I've read posts about others having the same issue and I've deselected sRGB for my spec/gloss maps and changed the nodes to Linear Colour however the texture doesn't change and is still really shiny. Also tried changing the texture compression to masks but still no change. Is there something I'm missing?
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When you go back to your project, add an AlbedoM map and a Roughness map. You can remove the Specular map from dDo, in addition to the standard Albedo map. Re-export after you've done this and you should see a significant improvement in UE4 visuals. Also, when you export, choose UE4 (RMA-packed) which takes your Roughness/Metallic/AO maps and places them into the Red/Green/Blue channels, respectively, of a *_reflection.* texture. You can take those channels and wire them into their respective nodes, with the *_reflection.* texture set to Masks in Unreal 4.