Textures: What am I doing wrong?

Hello,

I am trying to set up the textures for a model I have created, but I end up with a very different effect compared to my 3D texture editor (Mudbox).

In the following picture I have taken the model as seen in Mudbox:

The next picture is the item the item as it appears in UE4 (standard settings):

My material setup is included in the last picture, it has the diffuse, specular and normal hooked up as well as the exported bump map (normal map is generated from the bump map):

Note that height ratio is set to 0.07 and reference plane is set to 0 in the bump offset (to prevent tearing along UV seams).

Now I don’t expect it to look exactly like it does in Mudbox (although I suppose that should be possible), obviously because of lighting effects etc but also detail level, but is there any way I can improve this based on my blueprint to make it appear more as it does in the first picture?

Have you tried passing the Main node from the “Texture Sample” that you’ve got going into the Bump Offset, to the Base Color Texture Sample UVs?

All I can think is you’re setting the Bump Offset for the Base Color and for the Normal Map, but You might Only need to set it for the Normal Map. I’m not entirely positive on this, as I haven’t done any testing on it. But give that a shot and hopefully it’ll resolve the issue! Goodluck!

Well it did look a little better. I’m sure there’s some sort of system of multiply and other stuff you would do to get the desired effect, but I have no idea how.

I’m assuming the look you’re going for is a high bump value for the Normal Map right? Try removing the Bump Offset entirely and multiplying the Normal Map with a “Constant” variable and variate the Constant until you get a look you’re happy with. If that don’t work you might want to start looking into Texture Masking.

If you want, you can send me the FBX file with the textures and i’ll take a swing at it. Otherwise, you can watch my video of a demonstration on Texture Masking I did a while back, it’s for a different asset entirely but the methods are the same.