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The rest is unimportant for marmoset. The diffgloss map for example is the same as diffuse except there's the roughness map in the alpha channel. Specular is extrapolated from diffuse+metal+roughness. They maybe useful for other engines but for marmoset you don't need them.
Another tip is to set the refleciton to use GGX BRDF. Marmoset was using Bling/Phong and have changed to GGX which is what Substance and Unreal Engine use.
Cheers,
Wes
So roughness goes to Microsurface/Gloss Map or to Reflectivity/Refractive Index? And where exaclty should i put metallic map? Reflectivity/Metalness Map?
And can i use any of those maps for occlusion or cavity maps?
GGX only is for Reflection and Secondary Reflection.. still there's no slot to put any map there.
I did this experiment but it still doesn't look as 'juicy' as in SP:
http://fc05.deviantart.net/fs71/f/2014/241/4/2/test_sptomt2_by_pelax-d7x5csz.png