Hi! Is there any chance to import textures to UE4 which were created using specular workflow? Let's take this model for example from racer445. You can found here texture sheet. http://racer445.com/ivansm4.html I can't see how this could work in UE4 PBR because of colors on specular map. This model was probably made for…
Its awesome UE4 lets us do PBR, but I agree I feel like theres too much of a reliance on it- and less of an emphasis on custom shaders / "traditional" shaders
@Arnage Well, that's something I didn't know and I will definetly use it :) PBR is really great thing, but sometimes I feel limited by rules. I thought that I need to fix my textures using external software AGAIN because I use UE4.
UE4 also comes with a material function to automate this. It will take a diffuse and specular map and convert it to be used with unreal's PBR system. However, it's hidden by default. You can find it here: - Turn on "show engine content" in your content browser view settings - Brose to…
Yes, I know about this. I had hope that there is a nice trick which allows you to use standard specular workflow without editing textures. It would be great to have option between pbr and standard method (like shaders in Unity 5)
yes you can convert D/S/N to PBR, read article below. I think you could also try Bitmap2Material by Allegorithmic which basically does the same as written in the article but in a more automated fashion (?) http://www.marmoset.co/toolbag/learn/pbr-conversion
The nice thing about PBR though is there's really only 2 standards, and the variation between different implementations is minimal. With "traditional" shaders and textures, the same asset could look completely different in multiple engines.