Asset looks different in Unity and in Quixel suite. (UNITY issue)
Hello.
Below you can find 2 snapshots. One from UNITY and one from QUIXEL.
Maps are exported by quixels "Exporter" in metalness workflow.
-16 bit
-.tif
Can somebody help me get the assets look the same?
Not sure what is wrong.
Let me know if you have any questions about settings?
link to asset optimised for Unity below (I flatened A and NM to JPG)
(metalness with gloss is in .tif fiie)
https://ufile.io/eesak
I already posted this in quixel forum however other users checked and the asset was working fine for them.
It must be UNITY issue then. That beeing said I posted it again here.
Thanks for any help in advance.
QUIXEL

UNITY

Below you can find 2 snapshots. One from UNITY and one from QUIXEL.
Maps are exported by quixels "Exporter" in metalness workflow.
-16 bit
-.tif
Can somebody help me get the assets look the same?
Not sure what is wrong.
Let me know if you have any questions about settings?
link to asset optimised for Unity below (I flatened A and NM to JPG)
(metalness with gloss is in .tif fiie)
https://ufile.io/eesak
I already posted this in quixel forum however other users checked and the asset was working fine for them.
It must be UNITY issue then. That beeing said I posted it again here.
Thanks for any help in advance.
QUIXEL

UNITY


Replies
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IIRC Unity doesn't like 16bit source files. You could try preconverting to 8bit.
Also, never use a lossy format like JPG. That introduces noise. -
Eric Chadwick said:IIRC Unity doesn't like 16bit source files. You could try preconverting to 8bit.
Also, never use a lossy format like JPG. That introduces noise.
16 bit source files is fine in latest releases. -
3d caster, if you share your maps i can take a look.
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Pretty obviously you don't have your reflection probes set up - it's just showing the default gray reflection.
Same with the cobblestone background. Add a probe, bake it, and it should look much better!