Texturing 3d Models in Blender for UE4 (Baking Metallic Maps)

Hello Everyone,

I started to make 3d models for my game and once I finished modelling and texturing, I wanted to see how it looks in UE4 and exported the model; however, I couldn’t get any textures in UE4, apparently and unfortunately the material system of these softwares were completely different :smile: so after watching couple of videos and probably dozens of baking of diffuse, roughness and normal maps, I finally got the result in UE4 that I almost wanted…

As you’d see, metallic parts are too dark compared to the result I got it from blender (rendered with cycles but I got the same glossiness with eevee except the silvery scratched parts).

So my question is: How can I bake metallic textures in Blender? I have multiple shaders in a material and also have more than one metallic material. So baking as Emit didn’t work for this situation.

Any idea will really be appreciated!
Thank you for reading!

It could be a lighting/environment difference between Blender and UE4 instead of just a material issue.
Are you using an HDRI in Blender for the lighting?

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Hey, thanks for the reply but no, just the default light. I didn’t even change its position.

Might be worth a try setting up an environment or changing the lighting in UE4 to see if that makes the material look more similar.

I solved the issue with Quixel Mixer. The whole process from Blender to QM is thoroughly explained in here (second video).

Note: After finished with QM and importing textures and mesh into UE, you’ll need to uncheck SRGB option of the Roughness Map. This resolves the extra shininess of the texture.

Here is my final result. It doesn’t look very realistic but with some tweaks in QM, this can be achieved as well.

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