I have some 3D models that are textured using a PBR metallic/roughness workflow that I want to use in SL. Reading these forums it seems there will be a lengthy period of transition before the majority start using PBR enabled viewers, so I would also like to texture the models using the legacy Blinn-Phong approach, of which I know little.
Is there a way to manually edit my existing metallic/roughness PBR texture maps to work with Blinn-Phong?
I’m unable to test myself right now but I am wondering if this would work:
Blend the AO map with the Albedo to create a diffuse.
Use the normal map as is.
Invert the roughness map to create the specular. This is the bit I'm most dubious about.
Would this work? Is there a better process to use? Thanks a lot!