Hey everyone! I'm knee deep in learning Designer and Painter and I'm a little confused when it comes to exporting my assets to unity. I get strange results depending on the exporting method I choose. Here it goes: If I bake Normals using DirectX and export my outputs as textures. My normals look awful in Unity. Makes sense…
here is an example of the roughfness maps: On the left is the published substance, middle is exporting the outputs as bitmaps (TGA) and adding the maps to a new material, and the right is what it looks like in substance. Granted the lighting is different, but you can see its the opposite of what it looks like in unity.…
ok, that make sense! I have a couple questions: A) is it supposed to mess up the 3D view in Designer when I do use more then one usage? B) Also is there any other way to export textures with special RGB-A values then to add a usage? because right now its the only way I found to make sure my Metallic/Roughness exports…
OK! Thank you so much Uzziel, Ok so I finally figured it out, thanks to you Uzziel, Its because I was using a colour node for my roughness, its a little weird that it would let you do it and show up in the 3D view if its not going to export properly. All I had to do to fix the Roughness is make sure it was set to…
Unfortunatly Jerc, I updated to Unity 5.0.0f3 and it did not change anything for me...it seams to be the latest but maybe you can tell me if there is a newer one? :C Here is the status on my problemes: 1-My roughness still dose not get hooked in by default into the alpha channel of my metallic output. 2-My rougness is…
Here is an example : On the left is what I get when I publish my substance, on the right is when I export the outputs as Targas and link them to a material appropriately. As you can see not only the normal are weird but the roughness is just completely off! Ps: The gray is not transparency, its simply the reflection of the…
And the plot thickens! So here you have a screenshot of my attempt to add my roughness to the alpha channel of my metallic texture in Substance Designer. 1 is the result of publishing my substance in Unity 2 is by exporting my textures as bitmaps (TGA) and merging the roughness by hand into my metallic's alpha in photoshop…
We've added this possibility so that people doing their own engine integration can use it if needed, but it's not used in any of the current public integrations yet.
With the latest Unity version, the plugin takes care of shuffling everything and merging the roughness and metallic. If you want to merge the maps in SD, the RGB-A Merge node you used is the right way to do it, but you shouldn't have to touch the usage at all. Having multiple usages won't affect SD, but it may affect some…