I had to stop for a moment with the Virtus videos since my wife is learning – as I do since it’s still in beta – Blender 2.8. We are building stuff together, so it’s nice to see what it looks like in the game engine and, quite logically, I tried applying the Materialize created PBR textures to UE4 objects.
That’s where things got wary…
Materialize uses a Diffuse map, which some call Albedo and that everybody should call a Color map because it is. From this color map it creates a Height map – which is the only name as far as I know – and from those Diffuse and Height map it creates the Normal map – formerly named Bump map.
After that are created the Metallic map – which some call the Specular map, you’re slowly getting the picture? – then the Smoothness map – which nobody calls that way -, the Edge map – for which even Wikipedia has no definition – and the Ambiant Occlusion map – which is quite a common way to call it, finally!
It’s all good, I have my 7 maps so I finally can create my material in Unreal!
NOPE!
Because Unreal needs a Diffuse – got one -, a Normal – got one too -, a Metallic – got one, fine -, and a Roughness.
What?
Materialize doesn’t produce any roughness map – which is the opposite of the metallic – so #neverlucky and Unreal doesn’t use any of those other maps Materialize produce.
So I went watching some Unreal PBR material creation videos and it is at that point that I became crazy!
To be continued.