Workflow

Unreal material workflow

Prepare browser-generated PBR maps for Unreal Engine with clear naming, normal compression, linear data maps, and material graph checks.

Export target
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

1

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.

2

Import textures together

Drag the PNG maps into the project folder, then set compression and sRGB options before building the final material.

3

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.

4

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.