Working on our current game (Utopia, a post-apocalyptic mix, Action RPG with PvP and some MMO aspect) we need to move the assets from the traditional rendering path to the physically based rendering (PBR). Our target engines currently are Unity 5 and UE4, and they have a pretty different PBR approach, leave alone the normal maps, OpenGL for Unity and DirectX for UE4. Moreover, in Unity the Roughness is reversed, they have it as Smoothness. In Unity 5 (Standard shader) metallic is expected on a Red channel and Smoothness on while in UE4 is on an Alpha channel, while in UE4 it doesn't matter (beside the fact that they expect Roughness, not Smoothness!).
Because of this, and because we have no intention whatsoever to create everything multiple times, we use Substance Designer and Substance Painter (by Allegorithmic). These great tools allow us to do the work only once, then we export the same project for Unity 5 and UE4, having the certainty that the result will be the very same. Well... not 100% the same in case we opt for substances because in UE4 the substance support is clearly still work in progress, but when it comes to maps then all is consistent, and this is paramount in our pipeline.
Here we show the Assault Trooper model (by Arteria 3D) in Unity 5, high quality deferred rendering path with real time GI. As you can see it comes with legacy maps. The model is good, animations as well, not really great textures though, so the first step we took was to recreate the materials in Substance Painter following the path of the original texturing organization, just to get the gist of where we are going and to create the first set of masks that will be necessary to evolve its look.
As you can see, after moving to PBR the model looks almost like is a different one! We can see that the original texturing isn't really working great for us, therefore we'll go for a completely new presentation for this trooper.