You have to quite simply put more thought into your material selection & preparation..ie.Is a metal a bare metal or is it coated in any way..Is a scratch bare metal or has it oxidised?..Oxidised means it`s coated.It`s not bare metal no more. Metalness maps...If it`s bare metal,then u paint it white,If it isn`t ie(an…
I think I figured out what might be going on, but I could be wrong. I was able to get the same issue. I think the problem is when you use the texture for the base color. Both the metal and non-metal shaders are getting the same base color value to work with at any given point. If you were actually mixing two different…
Good explanation. So there is no specular map (representing light shining back) in UE4 because the values for non-metals and the values for metals are so close together. It is either a metal or isn't. Is that right? Should you only use a Metalness of 0 or 1? Would you ever use a Metalness of 0.5 for anything? What if you…
Can somebody explain the roughness a bit for me? For example, the brushed metal. Reflectivity is a set value, and roughness should be grayish. I can set roughness with a slider in marmoset, but it's just a preview, how do I achieve it in photoshop? Should I paint the metal in grey value and make scratches a bit darker than…
I know you are doing the dark plastic in albedo, and like I said, 30/255 is really the lowest value you should ever use on Albedo. There's measured values of dark materials IRL, and charcoal and black acryl paint both measure out well above 30/255 even, more like 50/255 (they are the darkest you'd get). And regarding…
Please don't quote me on this as I'm in the same boat, still learning this workflow myself in my free time. From what I gathered for something like paint/plastic as you mentioned, I guess map wise this would be: Create the diffuse color for them in the Albedo Metallic set to black Roughness would have a quite a white (or…
You can use the values in photoshop but keep in mind whether your images are being imported as linear or not. @perna The solution (I think) is to have separate shader models blended together with masks rather than having metalness maps. This would probably cost more (each shading model involved has to be calculated on its…
Ok, so with a lot of this stuff in mind I experimented a bit and made a quick material that's supposed to be half plastic and half metal. Thought I would share for people like me who are still wrapping their head around this and maybe it will be useful. And to possibly get feedback from the people who are knowledgeable in…
My other question is, is there still a practical way to texture assets in marmoset while getting a faithful preview of how it wll look in unreal, while using the same texture maps. That is to say, do I still need to make individual spec and gloss map for marmo, but then make another roughness map for unreal? I much prefer…
@superfranky Roughness is a lot like the old speculat maps, eg. its where all the detail goes. You could start with a grey value and paint scratches. I would probably try a lighter colour and see how that looks, to mind mind scratches catch the light. Your normal map should also match the scratches too. for UE4: Yeah that…