Hi guys, I'm going crazy trying to figure this out and searching the internet with no luck. I just want the model to look the same in unity as it does in quixel. Here is the model rendered with quixel and here with unity. I know the skybox etc will play a role.. but i just want the same specular and reflection. I think it…
Hey guys, so I have checked calibration settings which were all set to unity 5, like I said originally I have tried with both unity 5 metalness calibration and just unity 5 calibration. The anchor nodes arn't don't seem to be the issue. Any other ideas? I can post up the maps if that's any help?
I know this is an old thread but has anyone actually got any good results out of Unity 5 in comparison to 3DO. I did some test tonight and noticed the “Image Based reflections” is the major contribution to the very nice result (turn it off and in result getting something like unity).
Figured out a fix, I had to take the output quixel "gloss" map, and put it into the alpha of the "metalness" map. After that everything looked correct for me in Unity.
Then the problem is in the maps Quixel exports... For some reason, even when your project export target is set to Unity 5 (Metalness Workflow), Quixel will make Specular and Gloss maps, when Unity 5 Standard Metallic shader uses combined Metallic Smoothness map... It's quite obvious that can't work as intended? For…
1- are you sure you have your quixel (DDO) 's calibration set to unity, 2- something funky going on in your reflection/spec probes. are you using anchors to specify probes?
Here are the maps, I've scaled them down to 1024. SPEC: GLOSS: When I export the images would the colour bit or density play a part in the texture? If so would is there a target to aim for and a way to import it right into unity? Thanks.
The fact that the wood and leather is 100% white on the gloss map is quite odd as that would make them way to shiny. The metal is also very dark on the gloss map, which could work. No matter what this is simply a matter of Unity not displaying the model with the same kind of look, I would guess that it is because of the…