Posted in Practical Work, Research, Textures and Materials

5 minute PBR test

Just seeing that my understanding of PBR values was correct, I created an albedo, normal, metallic and roughness, and smacked them into Unreal Engine 4. albedo BaseMaterial [Normal] metalliclol roughness

This was the result!


The normals were needing inversing on the green channel, like always but everything looked good (technically). The shiny bits were shiny, dull bits were dull. Perfect. Now to make an actual tileable texture using these methods.

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