How to create AAA quality, realistic materials using the PBR workflow, and a versatile, re-usable master material that you will use in all your future projects. Topics covered: PBR materials, albedo maps, roughness maps, metallic maps, normal maps, UV coordinates, material graphs, material instancing.
Note: To make your roughness maps appear correctly, open the texture in UE4 and set it's compression settings to 'linear'. I forgot to do this in the video x_x
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