Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
@armagon Substance painter can bake the combined material channels and view port lighting to a single RGB texture. Just use the 2D view output from the list of converted maps in the output template tab. There should be a trial version of Substance Painter available on Adobe's site. 11/15 Addendum: Existing PBR textures,…
When exporting textures from Substance Painter there's an Output Template for the old Non-PBR Specular Glossiness workflow. It purportedly converts PBR base color metallic and outputs diffuse, normal and specular + glossiness textures. By default the spec gloss texture is packed with the specular values in the RGB channels…
I could not find a way to do it with Painter, but this tool did the job: https://shadermap.com/docs/_pbr_conversion_templates.html I was able to convert from multiple PBR (SpecGloss, MetallicRough) to Diffuse/Specular without any issues.
@FrankPolygon Would it be possible to "bake" a diffuse for older engines using Substance Painter? I don't own an license, but would definitely get one if it can help me move from modern maps to traditional more easily.
Not sure I've seen one that is backwards compatible. Should be fairly trivial to convert though. @EarthQuake has a great tutorial/walkthrough on this: https://marmoset.co/posts/pbr-texture-conversion/