So in order to save time and textures on less important objects, I thought instead of creating a spec and normal map out of a diffuse or use any other workflow, I may just as well use the diffuse map and tweak it in the nodes with a color ramp to achieve the spec map.
Now, in order to use the diffuse also for the normal input, I would have to use its black and white information as a bump map.
So my question is, can I use a bump map instead of a normal map in upbge 0.2.5?
If so, how?
And my last question is regarding the roughness and metallic inputs on the material node.
Upbge .2.5 doesnt have PBR materials, right?
So why is there a roughness and metallic input and how should I use them?
Thanks in advance for any clarification!