Metallic vs Roughness Map PBR Checklist
A quick checklist for understanding metallic and roughness maps in PBR materials for Blender, Unreal Engine and Unity.
What this material workflow helps you fix
Use this guide when Metallic vs Roughness Map PBR Checklist needs practical scale, roughness, normal strength and visual QA settings rather than only a preview thumbnail.
Metallic and roughness maps answer different questions. Metallic says what the surface is; roughness says how sharp or blurry its reflections are.
Many weak materials come from mixing these roles. A rusty surface can be rough without being metallic, while polished steel can be metallic with low roughness.
Practical Material Parameters
| Material focus | Recommended UV scale | Roughness range | Normal strength range | Best use cases | Common visual issues |
|---|---|---|---|---|---|
| Painted, brushed or oxidized metal | 0.5-2 m for panels, asset-specific for trims | 0.18-0.75 depending on polish and rust | 0.15-0.6 | Panels, machinery, trims, sci-fi props | Wrong metallic mask, rust treated as metal, flat roughness |
Step-by-Step Workflow
- Use metallic values near black for wood, concrete, leather, fabric and stone.
- Use metallic values near white only for exposed conductive metal.
- Let roughness describe scratches, dust, polish and wear.
- Preview the material under moving or angled light.
- Convert roughness to smoothness only when the target engine needs it.
Quality Checklist
- The metallic map does not contain random grayscale noise for non-metals.
- Roughness variation is visible but not over-contrasty.
- Engine import settings match the channel data.
- The material still reads correctly when color saturation is reduced.
Common Mistakes
- Using metallic maps as a general detail texture.
- Inverting roughness for an engine that already expects roughness.
- Confusing specular highlights with baked white areas in base color.
Useful Next Steps
- Browse Metal PBR textures for source materials that match this workflow.
- Use Unity Unreal Blender Mapper to preview, pack or prepare maps before importing them into your scene.
- Return to the workflow guide library for related Blender, Unreal Engine, Unity and optimization workflows.
Recommended Textures for This Workflow
FAQ
Which texture maps do I need for Metallic vs Roughness Map PBR Checklist?
Start with base color, normal and roughness. Add AO, height, metallic or packed engine maps when the material and target renderer support them.
Should I always use 4K or 8K textures for this workflow?
No. Use 4K or 8K only for close camera views or hero assets. For background surfaces, 1K or 2K textures with good tiling and mipmaps are often more efficient.
How does this guide fit into a PBR Workflow pipeline?
Use the guide as a setup checklist before final material tuning. Check scale, color space, map routing, tiling and performance in the target scene rather than judging the texture from the thumbnail alone.