I’ve been texturing and developing for my own game project in Unreal Engine 4 – Swarm : Manchester. Something I found a growing need for was a real-time display of the UE4 PBR setup within Blender.
PBR in a game engine means we need these textures….
But where do we put them in Blender?
So I’ve dug around and created my own solution and been generally keeping my eye on the scene, and now I’d like to present in this video the best real-time PBR options currently available for Blender and how to use them.
Check out the image below, that’s pretty close for blender internal right?! It’s a reasonable approximation surely! The biggest thing missing is the Fresnel – check out how on the UE4 sphere there’s a greater reflection at the glancing angles – that’s Fresnel in action. So in the video we go into why that is and possible solutions.