PBR Workflow

Hey,

I want to use DAZ Models in Unreal Engine 4. Are there any recommendations on how to best approach an PBR workflow with DAZ chracters?

When I export an FBX from DAZ Studio I get an Diffuse color texture which would serve as base color map. What would be the best workflow to get also a Roughness, Metallic and Specular map?

Thanks,

Florian

Comments

  • Maybe I can specify my problem since I really feel lost after banging my head against this for two days now:

    I exported from DAZ Studio a Genesis 3 character as an FBX which I open up in MAX. In the material browser I see that the character is setup with a sub-material, consisiting of all the different body parts (sb material for the face, the lips, etc.). What I would like to do is export seperate diffuse and normal textures for all these different parts so I end up with a face_diffuse.tga, lips_diffuse.tga, etc.

    But when I try to render to texture in MAX it gives me one texture that contains everything.

    Can someone help me how set this up in Max to export the individual textures for all the materials?

    I also tried to use xNormal but when I use the FBX from DAZ it only outputs me maps for the face material only and not for all different sub materials.

    Thanks,

    Florian

  • asymptoteasymptote Posts: 29

    Not sure if you're still looking for an answer on this, but you need to remap the UV's in Max before baking.

    Hard to explain easy to show, let me know if you need the info.

Sign In or Register to comment.