PBR Texturing Guide: From Substance Painter to Game Engine
Master the PBR workflow end-to-end — from baking in Marmoset to final export settings for UE5 and Unity, with tips on roughness calibration and material storytelling.
Physically-Based Rendering (PBR) is the standard for modern game art. But "PBR" is broader than a single workflow — there are two common models (Metallic/Roughness and Specular/Glossiness), and nuances in how each engine interprets your texture data.
Metal/Rough vs Spec/Gloss
Unreal Engine 5 and Unity (HDRP/URP) both use the Metal/Rough model. If you're outputting for these engines, stay in the Metal/Rough export preset in Substance Painter. Only use Spec/Gloss if explicitly required by your client's pipeline.
Baking: The Foundation of Everything
A bad bake ruins even the best hand-painted texture. Before opening Substance Painter:
- Explode your mesh in the bake setup to avoid cage issues
- Bake at 4K even if the final asset ships at 2K — you can always downscale
- Normal map bake: use cage method, not ray-distance, for complex shapes
- Always inspect your Normal map in Marmoset Toolbag before moving to Painter
Calibrating Roughness Values
Roughness is the most commonly miscalibrated map. Real-world reference ranges:
- Polished metal: 0.05–0.15
- Brushed metal: 0.3–0.5
- Painted surface: 0.4–0.6
- Rough stone / concrete: 0.7–0.9
- Raw wood: 0.6–0.8
Avoid pure 0 or pure 1 roughness values — they look fake in any lighting condition. Even the shiniest surface has micro-roughness.
Material Storytelling
A technically correct texture can still look lifeless. Material storytelling answers: how has this object been used? Where has it been? For a weapon, think: grip wear from hands, barrel heat discoloration, scratches from holster contact, oil stains near mechanical parts.
Export Settings for UE5
- Albedo: BC7 sRGB
- Normal: BC5 Linear (two-channel, UE5 reconstructs Z)
- Roughness/Metallic/AO: BC4 or pack into a single ORM texture (R=AO, G=Roughness, B=Metallic)
- Emissive: BC7 Linear
Planning External Art Production?
Share your asset scope, quality target, pipeline, and schedule with Rope Studios.
