Here's a shot of both. SD on the left, UE4 on the right. In UE4 the colors are much more vibrant and varied, darker, and has much more intense normals. This is from the default sidescroller project in UE4, with the material replacing the ground. Here's an image of the base color map below for reference.
Those are Painter solutions; I was using Substance Designer, which doesn't allow custom shaders. At least, as far as I'm aware. Plus, it's been a little while, but I recall finding out that UE4 was creating actual artifacts in the texture upon import. They were difficult to notice here, but much easier to notice in a…
I have a bit of a problem. The render given in Substance Designer is wildly inaccurate compared to the final result inside UE4. It's forcing me to do a lot of back and forth. Does anyone know of a good solution? I know a UE4 shader exists for Painter, but not for Designer I think. I don't think you can even change the…
Saturation and value will differ between SD/SP and UE4 until support is added for the ACES colorspace/tonemapper in the Substance toolset. But as Jeremie said, as long as you're matching lighting conditions and exposure, there shouldn't be any differences aside from the lack of ACES and how the two programs sample…
I'm starting to think my particular problem is caused more by Unreal Engine. I think it's screwing with the textures on import. I've found out that UE4 botches .png textures through some sort of gamma correction, which is what causes them to look all bright and washed out. After examining it, I think the problem here is…
Dude! I almost went insane try to solve this problem! Solution in my case was so simple! Just turn off tonemaper in UE4... it is located in render settings in viewport... show-post procesing-tonemaper.
Disabling tonemapping is a really bad workaround. Not only does it create a usually undesirable crunched, over saturated highlight, but it also removes a majority of Post-Process Effects in UE4 like exposure, bloom and color grading. You're setting yourself up for issues down the line with lighting. Instead of taking a few…