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polycounter lvl 11
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jackalope polycounter lvl 11
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. 

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  • ngw
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    ngw polycounter lvl 5
    It looks how I'd expect it to given your description of the smoothness/metalness textures. 

    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. 
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