Hey, I'm really enjoying substance painter right now. However I'm confused as to how I can export Specular maps for UE4. IN SP the only shader option I have is Metal-Rough, from my UE4 understanding metalness is not what I want as I've been painting specular maps. In the export options there IS a gloss-specular option…
Substance painter on export has the option to export packed maps for various engines, including ue4. I assume that's what you meant by 'metal-rough shader' in your OP.
But for clothing I would use a specular map and roughness map. Is this incorrect? I would only consider using a metalness map if I was making something like a gun.
Metal should be used to denote metal or not-metal. Basically black and white 99% of the time. Variances in reflections should be done through the roughness map.
You will likely run into trouble because cloth breaks the assumptions of the shading model. Clothing has a very different distribution to its specular reflection than most materials due to being composed of tiny translucent fibers. Ideally you'd want to use a custom cloth shader that fully models these, but aside from that…