Hi guys,
I'm going crazy trying to figure this out and searching the internet with no luck. I just want the model to look the same in unity as it does in quixel. Here is the model rendered with quixel
and here with unity.
I know the skybox etc will play a role.. but i just want the same specular and reflection.
I think it has something to do with the specular and gloss map. I have tried putting both in the specular RGB slot in unity, then trying gloss as RGB and specular as the Alpha map, and vice versa. I have also tried inverting the maps on the alpha of the RGB. Is there something I am doing wrong? I have set the calibration to unity 5 and unity 5 metallic.
Cheers
Replies
2- something funky going on in your reflection/spec probes. are you using anchors to specify probes?
SPEC:
GLOSS:
When I export the images would the colour bit or density play a part in the texture? If so would is there a target to aim for and a way to import it right into unity? Thanks.
Btw in what format are you exporting textures?
I know very little about Unity and it's shaders. The only thing I know is that Shader Forge made it pretty easy for me to set up materials the way I wanted when I was using it for the viking village scene featured in the latest Quixel GDC trailer.
I have had a little more luck using a scene set up by digital tutors, but I might just redo the texture for the axe, as I understand quixel a lot better now.
Here is the model I made today and a comparison from quixel to unity (its been put in the digital tutors scene). I'm only really struggling with metals, but otherwise I'm pretty happy, still not quite right, but it's a hell of a lot better.
Quixel
Digital Tutors Scene
My scene
I'm going to do a ton of reading and experimenting with lighting in unity, and will take a look at shader forge. I have briefly looked at the Viking scene but I'll take a more in depth look.
Thanks for all the help guys.
Can you guys release a teaser of how the 3d painting stuff gonna work? Like a gif of it in action or something
I know this is an old thread but has anyone actually got any good results out of Unity 5 in comparison to 3DO. I did some test tonight and noticed the “Image Based reflections” is the major contribution to the very nice result (turn it off and in result getting something like unity).
For some reason, even when your project export target is set to Unity 5 (Metalness Workflow), Quixel will make Specular and Gloss maps, when Unity 5 Standard Metallic shader uses combined Metallic Smoothness map... It's quite obvious that can't work as intended?
For example, I'm having a problem where a metal bolt appears just right in Quixel (shiny metallic gray with some rust in it), but in Unity it's just glossy black. If I manually add Albedo Metalness map in Quixel and combine manually the specular and gloss maps in to one map (specular in R channel, gloss makes the alpha) the bolt turns into gray like it should, but doesn't have same kind of gloss as in 3DO vieport (post-process effects off).
Or am I missing something?