Quote: "The number 1 prioritized feature right now is UE4 workflow (roughness & metalness)." Hi! I am having real trouble wrapping my mind around what maps goes where in UE4. (There are a lot of contradicting information out there) I wish that there was a "best practices", workflow or tutorial that I could follow. :-)…
You guys have a UE4 template, yet there is still no roughness map input, is the suite intended so users simply invert the gloss map after texturing is done?
I have found where problem is. When I select UE4, UE4(Optimized) or UDK profiles then Flip normal Y is auto checking on. And since the options are usually hidden when I start new project I didn't notice that. Would be nice to keep options open all the time and have Base Creator list longer, so all import maps were visible.…
Hi Guys, are you able to re-render a project using a different preset, i.e. I've done a project with the 'Unity' preset, but then want to re-create it using the 'UE4 - Optimised' preset ?
Got the dDo update today. Nice to see the automatic calibration for the different engines. Couple questions though - Will there be CE EaaS support soon? I think it uses a similar BRDF to UE4, just different maps(Spec over Metalness), so would using the UE4 calibration be sufficient? What about calibrating your Spec map…
When I last tried an export for UE4 with 1.3, the textures still appeared darker in-engine than they appeared in 3Do. It could be that I'm just doing something wrong in Unreal 4 if others aren't noticing this. :p
first question - what would be the equivalent to ue4's roughness map in the map slots? or will i have to invert the gloss before importing into the engine? 2nd question - how should the coordinates be set up for the object space normal map?
Not sure if I am missing something here, but I am having a hard time loading textures exported out of Ddo with UE4 calibration into 3do custom loader for quick previewing. If anyone could elaborate on this workflow, or tell me if this is possible in the current release. Thanks