
Paste the Glossiness map into the alpha channel of the specular map in any 2D editing application.įinally, add the map to the Specular slot, the diffuse map to the Albedo slot, and the normal to Normal, and height to Height. There is no separate slot for Glossiness, and you will need to use the Alpha channels in either Albedo or Specular maps. When creating PBR material in Unity 3D using specular workflow, you must change the shader of the created material to Standard (Specular setup). The Diffuse map for the Base Color, and the Reflection for Specular and the Normal for Normal.

In addition, connect all the other textures as usual. This means black will be white and white will be black. To do this, use the OneMinus node to connect between the texture map and the roughness map, which will invert the image. When planning to use textures created for the specular workflow in Unreal Engine, you need to convert the glossiness map to the roughness map.

At other times you may only need specific maps, such as the Ambient Occlusion map or the Emissive map. In both of these workflows, you may not need all the maps in all situations, such as the normal map or the heightmap. Height (Displacement) Map – this map is used in the same way as the specular workflow.Normal Map – this map creates bumps and dents as in the specular workflow.This means that the black color in this map will have a sharp shiny finish, while the white has a fuzzy (matte) finish. It is also in grayscale and stores the same information yet is inverted. Roughness Map – this map works similarly to the glossiness in the specular workflow.The white translates into a pure metal surface, while the black translates to non-metallic surfaces. Metalness Map – saved as a grayscale this map controls the amount of reflectivity of a surface.


