Workflow
Unreal material workflow
Prepare browser-generated PBR maps for Unreal Engine with clear naming, normal compression, linear data maps, and material graph checks.
- Target
- Unreal Engine materials
- Recommended route
- Unreal ORM ZIP or raw PBR ZIP
- Primary output
- PNG maps plus packed ORM mask
Channel setup
Base color
Import base color with sRGB enabled and connect it to the material Base Color input.
Normal
Set the normal map compression profile to Normalmap so Unreal treats the texture as tangent-space normal data.
Roughness, metalness, and AO
Keep roughness and AO as linear data textures with sRGB disabled. Use metalness only when the material actually needs a metallic response.
Height
Use height for parallax, displacement, or virtual heightfield workflows only when the target material graph supports it.
Import steps
Export a named ZIP
Export the aligned PBR map set and keep channel names visible so Unreal imports are easy to identify in the Content Browser.
Import textures together
Drag the PNG maps into the project folder, then set compression and sRGB options before building the final material.
Build the material graph
Create a material, add Texture Sample nodes, connect base color, normal, roughness, and AO, and leave height disconnected unless the shader uses it.
Preview at game scale
Apply the material to representative geometry, adjust UV tiling, and test roughness under the same lighting family used by the level.
Common checks
sRGB on data maps
Disable sRGB for roughness, AO, height, and packed data maps or the material response will shift.
Wrong normal compression
A normal map imported as a default color texture can create soft or broken lighting. Use the Normalmap compression setting.
Packed ORM order
Use the bundled orm.png where R=AO, G=Roughness, and B=Metalness; keep sRGB disabled on the packed map.
Workflow FAQ
Should roughness maps have sRGB disabled in Unreal?
Yes. Roughness is scalar data, so sRGB should be disabled to preserve the intended material response.
Does the workflow include an Unreal material instance?
No. The current export provides map files; the Unreal material or instance is still assembled inside the project.