Interoperability

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Substance Painter > UE4

Material Settings

Material Editor Settings

Substance Painter TextureColorspaceUnreal Material Channel
Base Color

sRGB

Base Color

OcclusionRoughnessMetallic (Green Channel)

Linear

Roughness

OcclusionRoughnessMetallic (Blue Channel)

Linear

Metallic

OcclusionRoughnessMetallic (Red Channel)

Linear

Ambient Occlusion

Normal

Normal

Normal

Colorspace

Coordinate colorspace for each texture imported into UE4 using the guide above.

Material

Add Texture Sample nodes to read the following textures and link accordingly to the Material node.

Geometry Settings

FBX Import Options

  • Import Rotation: If applicable, coordinate here to rotate based on DCC setup.
  • Normal Import Method: Import Normals
  • Normal Generation Method: Mikk TSpace

Documented Workflows

Mesh To Texture

Workflow documentation in the Waterfront Courtyard project from modular mesh kit development and organization in Maya to coordinated texture sets in Substance Painter for use in Unreal Engine 4. Using the modular mesh kit and their corresponding textures, the aerial and land drone configurations were assembled in UE4 blueprints and linked to material instances that read the textures and allow for vertex painting.

Texture Mask & Color Variation

Documentation in the Waterfront Courtyard project of defining a mask layer and texture for meshes to receive color variation in Unreal Engine via an exposed color parameter that can be defined per instance. Notes the mask definition in Substance Painter, material master and instance structure, and application in UE4 level and blueprint instances.

Resources

Resources