Jump to content

Recommended Posts

Posted

Hey,

I was wondering if any of you guys know which output/format to use from Substance Painter and inside of UE for a full custom re-texture? I have industry experience as a texture artist, but only for film/TV not games, so this is all very alien to me. I think I've gathered from digging around that RGB from T_xxx_D is diffuse and emission colour, A from T_xxx_D is emission weight. R + G from T_xxx_NNRM is normal, B from T_xxx_NNRM is roughness and A from T_xxx_NNRM is metallic.

When I set NNRM as linearColour in UE with default compression the roughness and metallic work, but the normal is incorrect. And when I set NNRM as normalMap with normal compression the roughness and metallic no longer work, but normal does. It was appears as if the B + A channels are disabled when I set it to normalMap.

They must be using some configuration that just works in both scenarios, but it's above me at this point... I just can't get it to work.

 

Thanks,

TrippyCruise

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...