Also as a basis you should make your textures as big as possible and then size them down to a proper resolution like 2048*2048 px.
Keep in mind that both height and width must be a power of 2 but it doesn't have to be square so you may do a 512*2048 px texture for the trunk of a tree for example.
First off, you will need a nice color or diffuse map. This is pretty self-explanatory, but this is mainly the color of your asset. If your assets are going to be plain single colored, then I suggest to don't waste a whole texture just to make it. You can assign color vectors to the diffuse channel.
A color or diffuse map |
Since the AO is a greyscale texture, I usually pack it in the alpha channel of my color texture and then save it as a single 32 bit .TGA file.
An ambient occlusion map |
There are several ways to generate,bake or paint theses textures. You may do a bake of highpoly model done in Zbrush to a lowpoly one using xNormal, or if you already have a nice color texture you may try programs like Crazybump or Pixplant, or the Nvidia Plugin for Photoshop
Usually, I try to mix the result of both techniques in Photoshop to achieve a nice result aimed for UE4.
A normal map made with Crazybump |
Working alongside the specular map, you now have the roughness map which tell us how rough a material is. A rough material will scatter reflected light in more directions than a smooth material.
This is also a greyscale texture and as it happens with the specular, you may use a single constant value instead of a whole texture in the material editor.
Then you have the metallicness channel in UE4, which was introduced to make better metallic materials. I use this mostly as a mask when having both metallic and non-metallic parts in a single material.
When packing theses 3 last maps and since they are grayscale maps, you can use a single 24 bits .TGA to store specular, roughness and metallicness in the texture RGB channels. The result should be a texture with pretty funny colors.
Specular, Metallicness and Roughness, stored respectively in the Red, Green and Blue channels |
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