I had trouble understanding specular and gloss maps in last-gen engines, coming from CGI and Vray. Basically, they're sort of reversed - specular maps used to have all the details and you'd fake actual reflectivity and roughness in one map by just making shiny parts whiter. Glossines was just to separate materials and get…
Hey guys, I'm learning the new PBR texturing process and am getting to know and create the new maps. I've looked over a lot of forums and helpful advice from sites, some good reads I found on PBR are https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html…