Hi guys!
I'm learning Substance Designer
When I export the sbsar from Designer to unity the model is too shiny.
why this happens ? also happens with Substance Painter but I can solve with photoshop using the alpha of the map , but with sbsar files the textures are stuck and can not be edited.
Someone has this problem?
Or someone who can help me please, thanks!!
Replies
Make sure you're using Spec/Gloss if you're pushing it to Unity.
I suspect it may be a problem of my gpu. You know if there are problems between amd gpu and substance designer?
Thanks!!
Their texture packing is downright stupid. Metallic has its own texture taking up full RGB channels for seemingly no good reason, and then they pack a gloss map in the alpha channel. The most inefficient way to possibly pack a texture. AO has its own slot. A++ all around to whoever determined that setup.
On top of all of that you have to gamma correct your gloss before import to get a proper response.
I would strongly recommend branching the Standard material to anyone using it in production to pack that better.