In the most recent TB2 update, they've included the GGX BRDF, which is closer to UE4 and CE3.6. Also, TB2 can use the metalness workflow(like UE4) and the spec workflow(like CE3.6). You also just need to make sure your maps are imported into UE4 as linear/sRGB. I believe TB2 automatically sets the maps that need to be in…
Right, TB2 can be set up to give an almost exact match to UE4 when loading the same maps and shader models. You can use the UE4 preset material to quickly add a material with all the correct options. If anyone has issues with this workflow please let me know. [ame="http://www.youtube.com/watch?v=bZnPKtxIuss"]Toolbag 2 |…
Hey guys, thanks for the heads up on marmoset leleusart. I'll be sure to check it out ASAP. As far as I understand UE4 imports it as default linear/sRGB, however something I forgot to mention in the tutorial is you must change some photoshop settings. edit> color settings. RGB: RGB needs to be set to sRGB Gray: Gray Gamma…
I think there are some misunderstanding in this thread. 1. Metallness and Specular are different workflow, but they're not real different, actually they being use to calculate the same thing, which is specular value. While in specular workflow, the spec value is pick from the spec map. Metalness map is simply a mask define…