← 全部指南

指南

把 PBR 贴图导入 Unity、Unreal 与 Blender

把法线、粗糙度、AO 等正确导入三大引擎的要点。

正文目前仍为英文技术原文;标题与摘要已中文化。可先打开相关工具实操。

步骤

  1. In the generator, pick Unity, Unreal, Godot, Blender or Generic and download the ZIP at your target size.
  2. Unity: assign albedo (sRGB), normal (Normal map), MetallicSmoothness (sRGB off; metallic in R, smoothness in A).
  3. Unreal: use Base Color, Normal, and ORM (Occlusion/Roughness/Metallic, sRGB off, Masks compression).
  4. Blender: Base Color sRGB; Normal / Roughness / Metallic / Displacement Non-Color; Normal → Normal Map node; Displacement → Displacement node.
  5. Orbit a lit mesh and compare against the site’s 3D preview. If bumps invert, check OpenGL vs DirectX.

Unity (URP / Built-in)

Use the Unity preset. It writes MetallicSmoothness with metallic in red and smoothness (1 − roughness) in alpha. Leave albedo in sRGB; uncheck sRGB on MetallicSmoothness and treat the normal as a Normal map type.

Unreal Engine

Unreal expects DirectX normals and an ORM (or ARM) packed texture: AO in R, roughness in G, metallic in B. Import packed masks as linear. The Unreal preset exports this layout for you.

Blender

Connect maps to Principled BSDF. Only Base Color stays sRGB. Height / displacement can drive a Displacement node for real geometry offset when your render settings allow it.

常见问题

Which ZIP should I pick?

Match your DCC or engine. Generic includes every map if you pack channels yourself.

My material is black in Blender — why?

Usually a missing image path or wrong UV map. Relink images and confirm UVs in the UV Editor.

Does Godot use the same pack as Unreal?

Godot 4 also uses ORM-style packing. Use the Godot preset from the export panel.