Hello guys, iam new to UDK and i imported an asset of mine and wanted to set up my in dDo created textures for it. I created a new material and filled it with my textures and i got a diffsue, normal, ao,spec and gloss one. But iam still confused where to take the spec and the gloss one, the other textures are clear where…
You're supposed to use PBR workflow, can't use oldschool spec/gloss. Read up on Marmoset's site here: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice It takes roughness maps which work like gloss but inverse (black is polished, white is 100% matte, and metalness input…
Thanks for the info! By the way, does the new Quixel 1.3 update account for any of this? Also, are you adjusting the gloss curve by hand or is there some kind of math involved?
1.3 doesn't account for it, when it creates a roughness map it just inverts the generated gloss, nothing else goes into it (regardless of whether you choose disney, toolbag disney, or ue4 as your preset). and i did the curve by hand because my math isn't reliable at this point for an accurate conversion, so i eyeballed it.
one thing to bear in mind with the gloss map that dDo produces (talking about the new quixel suite here), even if you set it up for UE4, the gloss values are all calibrated for blinn-phong and not GGX. you'll want to do some curve editing of the final gloss map to bring it closer into line with the way the materials should…
yeah that image sums it up in the most basic of terms. i'd like to preface this post by saying i have no idea how quixel are calibrating their cameras, nor do i have a hard and fast rule for converting from blinn-phong to ggx in terms of math (but it's something i'm working on). but what i've observed is that if you take…