|
UE4 |
I now understand why textures from dDo did not sync up with what I saw in UE4. According to Gametextures.com I need to adjust two texture maps after importing for the materials to take advantage of the PBR pipline: uncheck sRGB on roughness maps and to flip the green channel on normal maps.
The past few projects I wondered why the lighting was not working correctly on any of the materials I made and was at a loss at how to solve it. With this understanding I think I am getting closer to mastering the PBR pipeline and can push the realism further ahead!
No comments:
Post a Comment