I am not aware of any engines that use the metalness workflow but don't claim to have physically based shaders, but that in itself doesn't mean much. Again, its not mutually exclusive. However, you do not need a metalness input to have physically based shaders, its simply not a requirement. If you take the time to…
Use the spec map into your normal map alpha channel. The phongexponent is the gloss map.Play with phongboost value(like a multiplier for spec map) and phong fresnelranges.Also the env reflection will also use the normal map alpha channel with "$normalmapalphaenvmask" "1" but suggest using "envmaptint" to tone it down like…
Unity gives you the option to use either spec/gloss or metal/rough(well, smooth anyway). I remember at one point Aras at Unity posted on their forums that spec/gloss was more correct but metal/rough was faster. I don't know how true that holds in all cases, but it's probably safe to assume it's true in Unity.
@Johny: Yeah, I can't tell if it's the spec, or the normal. I'm pretty sure it's the spec. I adjusted it a little, but I need to go into the spec map and hand paint it a bit.
Do spec maps still work the same or does it change. Ue4 has spec maps so this is kinda confusing. Do I still have to account for conservation of energy on the spec and gloss maps?
This is the latest Spec Gloss shader: https://dl.dropboxusercontent.com/u/9804576/PBRSpecGlossNrmShadows.glsl Copy the file in your C:\Users\...\Documents\Substance Painter\shelf\shaders folder. You'll be able to select it in the Viewer Settings in SP. You will also have to setup your outputs in the Texture Set Settings…
what specs.... They`ve said jack shit about specs, besides that it wont be using bluray, but rather their own developed format, flash memory inside, and an IBM processory. Thats about it. No real specs there.
Hey guys, thanks for the comments! So in response to both gsokol & Buttershoes, regarding the spec/surface stuff, I think the shot I posted was just really back lit, here is one with more light being cast directly on the surface, exposing more of the spec detail/damage: I think what I don't like about lighting it more…
Clean modeling, clean texturing! The main problem here is that it lacks any character. Large dinks and dents, some nice specific scratches to show unique wear in "focus" areas, some personalized numbers written on the buttstock with a sharpie, basically you need some focal points, as right now it all sort of blends…