Hello,
I am working on a prop and am running into some difficulty with how my textures are working. I am using a metalness workflow and rendering in Unity, although I see the same problem in Unreal.
The problem is that I paint dirt on the model, but it looks wrong.
On the metal part the dirt looks ok, but on the non-metal part the rendered color never goes below a gray, it should be black. It looks bad. I have it set as a very dark color in the Albedo, and black in the Smoothness (or whatever unity calls gloss/roughness). It still picks up a bunch of ambient reflected light.
If i turn the reflected light strength all the way down you can see how weird it looks in the other photo in comparison.
here's a comparison between what i have painted in Mudbox and what it looks like in UE4
Any help would be much appreciated.
Replies
It sounds to me like you're expecting your smoothness map to behave like a specular map would, where dark values = less reflectivity. This isn't the case with a smoothness map : dark values mean that the surface is rough. Rough surfaces are still reflective/specular, it's just that the reflections are broad & soft instead of bright & sharp.
I'm not quite sure which part of the image you are annoyed with. *Most* of it look fairly convincing as a physical surface but perhaps they are not quite the surface types you were expecting.