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diffuse -> $basetexture, normal -> $bumpmap, metallic and roughness gotta be combined into the $phongexponenttexture where the red channel is the roughness but inverted and the green channel is the albedotint, that basicly is the core metallic property. you still may have to add a proper specular texture to define the amount of light reflection, which gotta be put into the alpha channel of the bumpmap.
that is the basic guide. more detailed info about parameters and stuff can be found on the developer wiki's material system pages.
Photoshop: here[nemesis.thewavelength.net]
Gimp: here[www.tophattwaffle.com]
basic material right there (c/p to notepad if it's hard to read :)
if you need help gettin the visuals right you could maybe ask the pbr guru anyway.
But whats up with those texts?
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Anyway i've sent a friend request so i can ask you more detail in private. Hope you dont mind