Exactly. I wouldn't normally be upset, but they did specifically say their textures were UE4 compatible which is a bit misleading if some textures only support specular color workflow (which UE4 does not support).
This isn't in UE4, but it's using the same concepts as the UE4 rendering system. It's a custom-written viewport shader for 3DS Max. But the same concepts and inputs apply. http://imgur.com/a/o1QuL#0 The first image is where I manually brightened up the metal albedo in Photoshop. The Metalness then picks up the brighter…
What you described sounds right. Metal reflects almost 100% of light, so the diffuse (albedo) is very dark. In UE4, when a material is considered a metal (metalness value 1), the albedo becomes black. It is the roughness map that determines the detail along with the metalness set to 1.
So I recently signed up for GameTextures. It advertises UE4 support, which means (as far as I'm aware) that it supports the metalness workflow. I'm not using UE4, but I AM using the metalness workflow so I figure it must be possible to beat the maps they give into submission for my purposes. I download a few textures and…
Thanks for the kind words guys, you rock. As for his problem, I'll just copy paste the solution to the email he also sent us: Thanks for the OP's post and I hope he can accept my apologies for our website not being up to snuff. It's not easy creating materials which work with all of the different game engines, and for the…
I can see that it is possible to get it working in UE4. That said, I'd like to suggest including more maps in the future. Even in UE4, working around the different texture types inevitably will involve different shaders for different specific scenarios and more shader instructions. I'd think just the following maps would…