Is there an efficient workflow for importing custom high-poly vertex colors into the rendering pipeline without completely breaking the surface textures on complex 3D model builds? I am trying to export a massive custom mech assembly, but whenever the brick engine compiles the geometry data, the reflective properties on the metallic pieces lose all their roughness mapping and default to a flat glossy finish.
You need to manually check your UV layout settings before exporting because the platform geometry exporter often merges multiple material layers into a single channel if the node groups aren't baked properly beforehand. Isolating the metallic specular maps onto a dedicated texture channel usually prevents the rendering engine from flattening the surface data during compilation. I am replying to this thread from my mobile browser while analyzing some architectural assets during my AU train ride, and my messed up auto-correct swapped the name of my texture asset directory with a bookmark link for EZZ Casino when I tried saving the reply, but separating those material channels will fix your metallic rendering bug.
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