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I have shown you how to deal with the base color
and normal maps of the metahuman.
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However, sometimes it is also necessary
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to change the roughness,
metallic and emission textures as well.
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For example,
for some cyberpunk or scifi characters.
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So here is how to do that.
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To demonstrate this,
I imported my metahuman base mesh
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to Substance Painter,
and I will do some rough
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freestyle design with some metal elements
and some emission parts.
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Just bear with me for a minute.
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All right.
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I'm finished in Substance Painter
and want to export my textures now.
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Before we do that,
let's make sure that for our roughness map
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everything that is part of
the original body is set to 1,
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which means zero glossiness.
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This is important because we
want to use our roughness map as a mask.
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So if the body receives any value
less than one from the new roughness map,
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it will become more glossy than it's
supposed to be.
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Now, let's export our textures.
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We can use the Unreal Engine template,
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which will pack the occlusion, roughness
and metal map into one texture.
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This is called the ORM textures, where the ORM
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corresponds to the RGB
channels of the texture map.
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That means the red channel
stores the occlusion data,
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the green channel the roughness map,
and the blue channel the metallic map.
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I then renamed the textures for head and
body and imported them into Unreal Engine.
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For each, we have four maps:
The base color, emission, normal
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and the ORM Texture Map.
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Let's first assign the
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color and normal maps in the material
instances of head and body.
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You already know how to do that.
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Now for the rest,
we need to change the master materials.
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The master material
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for the head is called M_Head_Baked.
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Let's make a duplicate
before we make substantial changes
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to the master material.
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I'll call it M_Head_ORM.
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Open it up.
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First, let's create a texture parameter
for our roughness and metallic maps.
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We will want to control the roughness
intensity in the material instance.
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So we will multiply the green channel,
which is our roughness map,
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with a constant parameter.
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Now we can lerp our new roughness map
with the original Metahuman roughness input.
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Now we can lerp our new roughness map
with the original Metahuman roughness input.
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Finally, we need a mask to separate
the body textures from our new roughness input.
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For this, we use the green channel again,
but we have to invert it,
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since the mask has to be white
in the areas that will receive
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new roughness information.
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Metallic is more straightforward,
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as it is either one or zero.
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We can just lerp the blue channel
with the original metallic input,
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and use the blue channel as the mask.
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Now to the emission map.
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Duplicate the texture parameter
and call it "Emissive"
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For the emission,
we would like to control
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the emission color and intensity.
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So we multiply it first with a constant3vector
and set it to white,
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and then multiply it by a constant
for the emission intensity.
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Plug it into the emission
input of the material, apply, and save.
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We can now copy
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all the nodes that we added,
duplicate the body master material,
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and open it up, and paste the nodes
into the body material.
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Connect the original roughness
and metallic inputs into the lerp nodes,
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and plug them all in
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Oh, and don't forget
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to assign the new master materials
we created instead of the original ones.
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We now have all the necessary parameters
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exposed in the material instances
of head and body.
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Assign the emission and ORM maps,
change the values for emission intensity
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and roughness intensity to your liking
and you are good to go.
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That's it.
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We now have a Cyborg! :-)
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