![]() It's also as easy to screw up the values in metallness workflow as it is in spec/gloss. And unless you're a total noob that heard the word PBR an hour ago and have no basic understanding about the values that go into each maps, metallness workflow is not in any way easier to use. Yeay UPDATE After doing yesterdays video, and started working on the Emissive Texture, I noticed my UVs werent relaxed due to the geometry of the base mesh. You have the same number of 4 maps that you need to set for both metal/rough and spec/gloss. Both these tools allow you to modify materials 4 maps at a time, and I don't see how it's easier to set your metallic property to white and base-color to yellow for gold, than it is to set diffuse to black and specular to yellow. I've fiddled a bit with both Quixel Suite and Substance Painter, and I don't see any point in the metallic workflow at all. 205 7.4K views 4 years ago Marmoset Tutorials Here I show you how to animate texture mas to get a light flicker on my Sci Fi scene. Honestly I would prefer Unity to not support metallic workflow (as it's the limiting workflow of the two), so they could focus on keeping the spec/gloss shader as close as possible to Marmoset Toolbag. I load in the maps i've baked but from the beginning to then, the emissive textures takes up the entire space of the body (lowpoly). Metallic workflow has an error in the tooltip, which is confusing Problem in trying to render in Marmoset By ViolentBuddhist, Jin TennoGen + Steam Workshop ViolentBuddhist PC Member 521 Posted JI've loaded my lowpoly and highpoly into Marmoset Toolbag. ![]() Metallic workflow uses glossiness instead of roughness, which is confusingĢ. ![]() The tooltip on the Metallic input says: Metallic (R) and Smoothness (A), while the tooltip of the Specular input in spec/gloss shader says: Specular (RGB) and Smoothness (A), which means either that:ġ. ![]()
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