Welcome to my Hellsite!

My name is Anaïs and I'm confused.

Importing Textures

Base Color and Emissive

If you import textures with the packing I recommend, this is how it works

This is the Base color, the one I use in this example has no emissive but keep in mind that it could.

For the texture group of props, you can use "World" for this one, for characters, surprisingly, you can use "Character", but leave alone Normal Map and Specular for now.

If you have emissive, leave the "Compress Without Alpha" unchecked, and you can select the BC7 (RGBA) for compression settings, best way to keep the quality.

And finally, keep the sRGB checked, this texture is designed to be fancy this way, so the gamma correction is applied.

Normal Maps

Let's switch to normal maps (my golden child)

These are the import settings you should use and don't forget to uncheck compress without alpha because you don't use the alpha channel here . Also use the BC5 compression, and uncheck sRGB (it isn't fancy)(it is but not like albedo)

If the lighting looks weird, maybe you need to flip the green channel. You can toggle it under Texture > Advanced > Flip Green Channel.

Metalness Roughness Ambiant Occlision (+ Opacity)

And finally, the MRAO (+O if you use Opacity)

If you don't use opacity, then check the Compress Without Alpha box, use BC7 for quality compression, but uncheck sRGB because it is not Fancy (not designed to use the colors to be seen in game. The colors channels are pure data here.

The Ideal Material Use

Here's the ideal Material.

For the material settings, the blend mode should be opaque if there is no opacity at all. If there is opacity, I would recommend using either Masked or Additive (additive will always have a lighter outcome, because it adds the colors together until white, so always check in a test scene how it looks. You can also use translucent (its alpha blend mode for unreal) but it is less optimized than the two others.

This is the texture sample for the albedo and emissive

This is the texture sample for the MRAO (opacity)

This is the texture sample for the normal map

Importing Meshes
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This is what happens when you import a 3D mesh