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FBX maps to standard surface

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ricktowers
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FBX maps to standard surface

Hello, I received an FBX model by a client with some maps. I'm a little confuse with the naming convention of the maps and where they go into the standard surface node.

mat0_c -> color that goes into color base ?

mat0_n -> normal that goes into normal geometry ?

mat0_r -> reflection that goes into metalness ?

mat0_g -> glossiness that goes into roughness specular ?

mat0_s -> specular that goes into weight specular?

Thank you for any insights.

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I don't know much about FBX but your suggestion sounds good to me. For the normal use a normal_map shader, as described here.

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