Hello,
I have a few models with PBR textures that use the albedo-metalness workflow, and I am trying to create the diffuse-specular textures from them. I found
a tutorial on Marmoset, and many of the textures look right, but for some of them the specular reflections seems to be very high.
I don't have Photoshop, so I'm not sure if I am doing it correctly. Does anybody know about another tutorial? Or is there another way to do this?
And by the way, is there a way to create the albedo-metalness textures from the diffuse-specular textures?
Thank you!
Replies
Yes, I inverted the roughness textures to get the glossiness textures.
Thank you guys!
http://www.marmoset.co/toolbag/learn/pbr-conversion#metaltospec
http://www.marmoset.co/toolbag/learn/pbr-conversion#spectometal
If after reviewing it again, you're getting caught at a specific point, let me know and I'll try to help.
Diffuse Map:
Specular Map
Albedo-Metalness:
Diffuse-Specular:
The Diffuse-Specular looks brighter than the Albedo-Metalness... Is all that energy coming from the #383838 input when converting the specular?
Thank you!
What are you rendering this in?
I have added that #383838 (0.22) minimum specular color to my albedo-metalness shader and now I get the same result with both workflows:
Albedo-Metalness-Roughness:
Diffuse-Specular-Glossiness:
It is a bit weird that the minimum specular value is so high, but I tested my textures in Unity and there is no difference between the Albedo-Metalness and Diffuse-Specular workflows.
Thank you for your help!
Here are the texture maps:
Albedo:
Metalness-Glossiness:
Diffuse:
Specular-Glossiness:
And this is the workflow I used to generate and combine the texture maps:
The model and the other maps are from the Grindstone free models library.