Most commercial solutions can only generate 2 out of those 4 maps you listed: normals and ambient occlusion.
You can create the other maps in any bitmap editor app such as Photoshop, or elect to use a more specialized tool for it such as Substance, 3D coat, Mudbox or Mari.
The specialized tools allow you to generate normals and AO and work directly with them to help you create the metalness and roughness maps.
As an aside: Metalness maps are very easy to "generate" yourself. Just mark each material as metal or not metal by using a shader/material and then bake this into a map. Further refine this in areas of crossover in one of those aforementioned apps.
Most commercial solutions can only generate 2 out of those 4 maps you listed: normals and ambient occlusion.
You can create the other maps in any bitmap editor app such as Photoshop, or elect to use a more specialized tool for it such as Substance, 3D coat, Mudbox or Mari.
The specialized tools allow you to generate normals and AO and work directly with them to help you create the metalness and roughness maps.
As an aside: Metalness maps are very easy to "generate" yourself. Just mark each material as metal or not metal by using a shader/material and then bake this into a map. Further refine this in areas of crossover in one of those aforementioned apps.
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You can create the other maps in any bitmap editor app such as Photoshop, or elect to use a more specialized tool for it such as Substance, 3D coat, Mudbox or Mari.
The specialized tools allow you to generate normals and AO and work directly with them to help you create the metalness and roughness maps.
As an aside: Metalness maps are very easy to "generate" yourself. Just mark each material as metal or not metal by using a shader/material and then bake this into a map. Further refine this in areas of crossover in one of those aforementioned apps.