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Exporting Textures from MARI into UE4?

gene098
polycounter lvl 6
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gene098 polycounter lvl 6
Hello all!

So a friend of mine sent me an OBJ of a head model he worked on in ZBrush, and textured in MARI.

http://img.techpowerup.org/161230/upload-toue4.png

In the picture shows all the texture files he worked on in MARI.
He also sent another folder called "Displace" in which he had a file that was in the extension ".exr" which is shown on the top left of the folder.
(Im assuming it means the Displacement Map?)

But what I want to do is test if what he made works in UE4...
Only problem is...how in the world can I import this into UE4?

Ive never done an import of textures from MARI into UE4 before, and I cant seem to find a tutorial on it either.


Thanks for taking your time to read this!
__________________
The maps are as follows


1)Diffuse Map

2)Shallow SSS map

3)Mid SSS map

4) Deep SSS map

5)Deep Mask

6)Primary Specular map

7)Secondary Specular map

8)Glossy map

9)Bump Map

10)Displacement textures

11)Displacement Map

___________________________________

12)Eyes Diffuse map

13)Eyes Specular map

14)Eyes Bump map

Replies

  • .Wiki
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    .Wiki polycounter lvl 8
    You can convert those tif and exr files, to tga or any other format, with any image manipulation software. It is important if he painted those textures in linear or srgb space in mari. Depending on this you´ve to change your import settings in unreal.
  • gene098
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    gene098 polycounter lvl 6
    .Wiki said:
    You can convert those tif and exr files, to tga or any other format, with any image manipulation software. It is important if he painted those textures in linear or srgb space in mari. Depending on this you´ve to change your import settings in unreal.


    Yeah I converted them all to exr

    What do you mean..
    "Depending on this you´ve to change your import settings in unreal.'

    Can you please explain
  • .Wiki
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    .Wiki polycounter lvl 8
    When your textures are in linear colorspace you´ll need to uncheck "srgb" in the settings of the imported texture. For normalmaps this is the default, since they are always linear.
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