Hello everyone,
I'm trying to get my maps to function in Marmoset like they do in Substance Painter. I've turned off the sRGB and switched Reflections over to GGX.
It isn't looking terrible right at the moment but I having some information baked into my maps that aren't reflected in Substance Painter. The sharp black patches on the pipes, the palms, and the corners of the plates in the abdominals.
Not quite sure how I can go about getting the likeness as close in Marmoset as it is in Painter or how I can get rid of those harsher black areas I described.
Any and all help/advice would be greatly appreciated!
Replies
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
It may be a problem with either your normal map or the mesh normals, or a combination of both : The black patches on the pipes look like a problem that "pbr" shaders have on pixels that have their normal facing away from the camera. We are doing some tricks to reduce that problem in our shaders, and I'm pretty sure Marmoset does also, but maybe their shader is a bit less forgiving than Painter's. Have you asked the Marmoset guys what they think of it ?
That being said - a few things might help
1) Try using the same HDR image in SP and Toolbag
2) I always just adjust the roughness in post for toolbag. You may wanto just run it through a curve editor for TB
3) I'm a little confused about your metallic map... You have some of the plate - green areas as non metallic. Is that on account of the paint?