Hello!
I've recently started trying to get my maps produced in substance painter 2 to appear as intended as materials in UE4 and am having some issues.
The first prop I'm working with to learn the ropes is a barrel I've modelled in 3ds Max. Currently I'm having issues trying to get the material for this prop to reflect the one I've created in substance painter, or even close to it.
Below is the material as it appears in Substance painter:
And here is the result in UE4:
As you can see, it appears much darker and has issues with the metallic and roughness channels.
As per the suggestion of a friend, I added a constant and have added this as an input in addition to the texture sample itself into a multiply node which mitigates the issue but does not allow me to match the original material in Substance painter, or even close to it.
Below is my current material in UE4:
If anyone could suggest means by which I can amend the Metallic / roughness channels to better reflect the original material in substance painter I'd really appreciate it.
Below is a link to my Low poly and various maps if it helps:
https://www.dropbox.com/sh/168wmwtxuqb78sp/AABW_cLA-WTtGqiSBlhIKnZRa?dl=0 Thanks and best wishes to you all!
Replies
EDIT: thought I should clarify, uncheck sRGB for your metallic and roughness maps. These images store shader data, and gamma conversions will alter the colour of the texture maps, making your material seem much shinier/less metallic than it actually is.
Notice how low the reflectivity is, and how matte the surface is.
These barrels usually start out looking like this:
But by the time they are as rusted as yours, the finish with be quite scuffed and worn down.