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…
Except it isn't right, not in a metalness workflow Because the metalness value is supposed to do that FOR YOU. That is, if metalness is set to 1.0, the reflection map takes its color from your diffuse map, and your materia's albedo is set to zero/black. If the albedo color is black, and metalness is one, it tries to take…
The unmodified texture looks a lot like the kind of diffuse map we use in Marmoset Skyshop (unity). It's a PBR workflow, but not a Metalness workflow. In which case, the textures you got are not for a metalness workflow, like you said. Certainly check in with GameTextures!
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.
I was also wondering that as well: If the metalness workflow can be mathematically separated into their diffuse / specular counterparts (and vice versa, maybe?), would it be possible to create a converter that takes maps from either side of the workflow and brings it to the other side? or perhaps even going from a…