blender to UE4 How do I manage the normal maps/materials
I have a complex humanoid character that I'm trying to get into UE4 from blender.
In UE4 you have to use a material slot to apply a texture image(normal map, ao map, diffuse map) So I create 1 material in blender for the entire model, I make all the maps, import and I have "element 0". I create the material in ue4 for the character, hook up all the nodes and textures, but now I want to make materials for the cloak, his hair, his eyes, but I have no slots. So if I'm in blender as the picture above shows I have multiple materials for belts/buckles/cloth/leather/hair/skin. So I import this character with multiple materials , but now it feels like I need to have separate texture images for normals/ao/diffuse What am I doing wrong, or is there a better way to go about this ? please help!
asked Apr 05 '17 at 05:41 AM in Rendering
In Blender you create multiple materials, so in UE4 you need same amount of materials, but in every material or material instance you can use same texture and change some properties..
Maybe better approach is to use another texture for roughness/metallic/specular/. You will save some material slots and draw calls. But still for face and eyes is better to use separate texture and material for better LOD..
Another better way is to use Layered materials. Here is nice overview how to use it: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/index.html#keybenefits
answered Apr 05 '17 at 06:21 AM
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