Okay, metalness maps are supposed to be flat black or white, no greys :) For the grunge you'll want to make sure that it's completely black on the metalness map. You'll want the roughness to be really high for it and the diffuse should just be a mid-brown/grey tone. Rougher materials catch more light so diffuse colours…
If you are working on a physically based texture, you need to be thinking about how all the maps render together - not just the diffuse. have a small amount of faint noise and grunge will reduce the flat color look without going too far. Make it barely visible in the diffuse, then only slightly more visible in the…
Any idea why my grunge shows up as "white"? I'm trying to make the grunge barely visible, but even when I play with the opacity settings in photoshop it still shows up aggressively in Unreal Engine 4? Diffuse Metalness Roughness Normals
Thanks everyone. I tried everyone's method and it works now. It was the lack of an ambient cubemap that made everything so dark. I also turned down the bloom to show the roughness better. These are test textures. Edit: I also did a second test. Less noise in the diffuse.
The sockets are suppose to be plastic and the outer case was metal. The grunge lies on the metal casing, so I wasn't sure how to render it (because grunge itself is not suppose to be metal so I made it a different color). I agree there's too much contrast though, I'll clean it up. I don't know how to make the grunge show…
So I've followed some painting tutorials since Thursday and I'm getting a better idea of how to approach this. This is the artstyle I have in mind. I also tried doing the first diffuse texture for the metal electrical socket. I have an idea how to paint the scratches. It's the plastic sockets though that look boring. I'm…
So I'm putting together a very special environment I've been working hard on the past few weeks (yay!), however, at the texturing phase, I'm very frustrated with my results. I'm going for an artstyle that is handpainted but is still physically based. So there are no prebaked shadows in the diffuse and I'm avoiding blending…