I’ve been working for a while with a UDK project and I’m currently in the process of converting a few of my old programmer props into real assets. Unfortunately, UDK next-gen materials are no longer in fashion and not many asset sellers provide standard diffuse + normal + specular maps for their models. Does anyone know of a programmatic way of converting PBR materials into UDK ones?
I’ve been studying a little bit and attemped to merge the AO map into the albedo in order to get a diffuse. It works well, but still some maps end up looking really bland. As for the specular, I have mixed results: sometimes just using the metallic map works, other times I have to apply more/less contrast. And in both scenarios, I feel like just hacking this away. So, anyone knows any tool or maybe a formula to convert PBR into DiffSpecNorm?