I'm getting two different results from SD to Unity. My metal is turning into super chrome. I export the sbsar with unity specific export options from Substance designer.
Here's what the material looks like in Substance painter.
Here's my material set up that uses a multi texture with the Gloss in the Red channel and the Metalness in the Green channel.
And the results which are super wonk
Replies
Looks like a DXT compression issue to me (also note we use GGX, Unity 5 is Blinn-Phong by default so the roughness map is not interpreted the same way).
The black artifacts only happen when you use a Substance (sbsar file), or even with bitmaps (exported from SP or SD)?
If you use bitmaps, can you please check if the Normal texture parameters are correct in Unity (set as a normal map, not generated from grayscale)?
Regarding the environment setup, I answered to some SP/Unity setup on our forum, it could help, here is the link:
https://forum.allegorithmic.com/index.php?topic=5489.msg26589#msg26589
Cheers