Hi fellow artists
I have been browsing Polycount as a guest a lot lately and I LOVE it!
I need your help in something I couldn't find a solution to by just Googling.
I am using Substance Designer to generate textures, I used some templates that I had found freely.
So far the templates have: Height, Diffuse, Normal, and Roughness maps as outputs. Unity doesn't use Roughness (that I know of) so I need a Metallic map.
How can I generate one in Substance Designer? If not, can I use Photoshop to generate one using the other maps (Height, Normal,...)?
Hope you guys can help me.
Regards.
Replies
As such it doesn't make sense to "generate" a metalness map using the normal or height as you suggest. In designer, you can add a new output node and set it to Metallic (or metalness, whatever terminology is used). But you're going to need to figure out a way to make your metals white and your non-metals black. If you're texturing a 3d model with UV's this would be done via a bitmap.. if you're making a 2d texture in designer, you should already have the required masks needed that you used to make your shapes.
Unity will use either roughness or gloss. These maps both contain the same information, just one is the inverse of the other. In a gloss map, white = glossy. In a roughness map, white = rough.
Recommended reading:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
https://www.allegorithmic.com/pbr-guide
I do know there's something to do with that roughness being in the alpha channel of metallic map. But my mesh isn't metallic and the metallic channel is useless? If so, do I just plug the roughness as an alpha channel in the metallic map (Although it's completely black now) and then put that in the metallic channel in unity?
Thanks