Hello i've been working on a project on a game called rust, it runs on unity, it has a diffuse, normal (opengl), specular, and AO workflow, i also have been messing around with materials on substance painter and i've noticed that all metallic materials when exported to this game becomes either too dark or too shine or both, i'm not sure what's causing it the other materials gets exported just fine it just happens with the metallic ones, can someone help me please? thank you.
but i'm already using the unity universal render pipeline (specular) preset, it has something to do with the roughness i think, if i the metallic material roughness to something like 0.6 it gets better, but it still looks weird...
but i'm already using the unity universal render pipeline (specular) preset, it has something to do with the roughness i think, if i the metallic material roughness to something like 0.6 it gets better, but it still looks weird...
Even if the game is made in unity, people usually don't use default shaders for their games. It's very likely a different shader. Also, unity has had different versions of the shader throughout updates so even then it differs.
Replies
https://steamcommunity.com/app/454510/discussions/0/2132869574271685733/
@EarthQuake has a great resource here about how to understand the two, and even how to switch between them.
https://marmoset.co/posts/pbr-texture-conversion/
Are you using spec-gloss Substances?