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Materials and textures.

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#4
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Only use the basic diffuse. You can add specular (metallic, or whatever they call it here, gloss) to give it a shine, and it looks pretty good, but it creates serious, ugly bugs with the shadows. I decided not to use gloss. Overall, I recommend rendering the textures for the heroes in advance. I use Substance Painter for this (it's that fancy editor that Psatha was talking about, but it's actually not more complicated than Photoshop). But you can also render combined textures in your Blender; I don't know how, but I know it's possible.

Added 3 minutes ago
By the way, roughness is not an in-game texture. Regarding emissive (i.e., glow), you can create glow effects in the game. Unfortunately, you can't do it with a texture. There seems to be a self-illuminate value, but it doesn't seem to do anything on its own. We need to find out more precisely about the different texture parameters within the game from those who have worked with it. I remember a large text source that wrote a lot about this and documented many things. For some reason, it's lost again.

Added 4 minutes ago
By the way, you can only output one texture from Substance starting with version 18.3. Which is higher than what you have. Also, don't forget to generate maps for Substance's internal workings before applying materials. That is, curvature, normal, and ambient occlusion. Then use at least smart materials, and you'll have nice wear and tear on the edges of the model and shadows in the shadows. P.S. You might already be doing this, but I'm just saying it just in case
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