It's also as easy to screw up the values in metallness workflow as it is in spec/gloss. And unless you're a total noob that heard the word PBR an hour ago and have no basic understanding about the values that go into each maps, metallness workflow is not in any way easier to use. You have the same number of 4 maps that you need to set for both metal/rough and spec/gloss. Both these tools allow you to modify materials 4 maps at a time, and I don't see how it's easier to set your metallic property to white and base-color to yellow for gold, than it is to set diffuse to black and specular to yellow. I've fiddled a bit with both Quixel Suite and Substance Painter, and I don't see any point in the metallic workflow at all. Honestly I would prefer Unity to not support metallic workflow (as it's the limiting workflow of the two), so they could focus on keeping the spec/gloss shader as close as possible to Marmoset Toolbag. Metallic workflow has an error in the tooltip, which is confusing I used around 8 rim lights to create a highlight across the character. Rim Light (3): Since the background is almost entirely black, I needed more light to detach the character from the background and have more visible shapes. Metallic workflow uses glossiness instead of roughness, which is confusingĢ. Back Light (2): A strong blue colored light to complement the orange color from the crystal. Setting up of materials and importing textures onto the car asset Step 2: Adding the ground assets I followed the same process as the previous step to import the ground mesh and textures into Marmoset. ![]() The car should now look the same as it did in substance painter. The tooltip on the Metallic input says: Metallic (R) and Smoothness (A), while the tooltip of the Specular input in spec/gloss shader says: Specular (RGB) and Smoothness (A), which means either that:ġ. The roughness map is dragged onto the micro surface slot and Inverted.
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