Hi there,
first post, first issues. If i create an asset for UE4 in 3ds max and quixel, my textures are kind of messed up.
This is the 3DO renderer:
Same asset with exportet textures in UE4:
And here the Material.
I turned sRBG off, but this kind of difference? I have this problem on every map in UE4 (lightning conditions are different)
I mean i can turn the brightness down, use own roughness&metallic maps and everything, but this should not the solution. Also the textures are really blurry. Are there settings in UE4 i didnt discover yet? Do i need to create a special material for quixel? This is not the first asset i made (also weapons and stuff) and the problem is everywhere.
Currently i use UE 4.10 and Quixel Suite 2.1.5.
Replies
Thanks
First off to get results like this:
do developers make multiple materials just to change a color like this? Does anyone know how costly the draw calls are for 3+ materials with the same textures in it?
For example:
Question #2
To color mask in unreal 4 can I use the RGB channels or just black and white for each part I want to change colors?
Because for some reason I get these results trying a RGB mask:
(I'm sure I'm doing something wrong here but not sure what)
and when I make it linear color I get:
Lastly why did my RMA mask not work?
How it turned out:
What I was hoping for (minus the blurred normal map):
Thanks.