Substance Painter 2

Substance Painter 2

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Fraŋkini Sep 11, 2017 @ 4:27pm
HELP textures (like specular map) don't export correctly for unity 5 (standard specular)
I textured a 3d model in Substance Painter 2 and it looks just fine. but when i export the textures unity 5 (standard specular), it just looks awful!

In Substance Painter it looks like this:
https://drive.google.com/open?id=0B-LE4WuntzzgaXhSS2Z2cHA3UmM

My Substance Painter Export Configuration looks like this:
https://drive.google.com/open?id=0B-LE4WuntzzgbDdfU041V2padnc

The model with textures on except for the specular map in unity scene looks like this:
https://drive.google.com/open?id=0B-LE4WuntzzgOTZPNzRoTzF5ajg

The model with all textures in unity (i did the best i could to make it look better) looks like this:
https://drive.google.com/open?id=0B-LE4WuntzzgSThqUFFiTmNtaDA

any help on how to fix it/make it look more like in substance painter?
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Showing 1-5 of 5 comments
Mr Chappy Sep 11, 2017 @ 4:59pm 
Take a look at this post, it's almost certainly the same issue :

http://steamcommunity.com/app/273390/discussions/0/2333276539592751928/
Mr Chappy Sep 11, 2017 @ 5:17pm 
...also :

You are exporting a height map. Height maps are used for displacing the mesh and only work properly on high-ish poly models(often used on a high poly plane to deform it, this is how Unity's terrain system works).
You should really be using a normal map export instead for this type of thing in Unity, though you should continue to work in the Height channel when within SP2(it converts this into normal map data at export!).

You only need an emissive map if you model(or model part) emits light. If it does not have any parts that emit light then don't use this map as it takes up space and does nothing!

The AO map can be avoided sometimes, though I think Unity Pro may be required. AO can be done as a post processing effect(downloaded as a complete pack of effects from the asset store(it's free)).
This means you save file size from not needing any AO textures in your project, though the runtime cost is higher.
Ultimately it depends on what you are doing and which platform you are aiming for when making the decision on which way to go with these maps.
You can also add AO into the diffuse(albedo) texture within SP, this again is a good way of getting the effect without increasing your project size.
Fraŋkini Sep 11, 2017 @ 6:47pm 
Originally posted by Mr Chappy:
Take a look at this post, it's almost certainly the same issue :

http://steamcommunity.com/app/273390/discussions/0/2333276539592751928/

thank you very much, that fixed it!
Mr Chappy Sep 11, 2017 @ 6:50pm 
Originally posted by Frank:
Originally posted by Mr Chappy:
Take a look at this post, it's almost certainly the same issue :

http://steamcommunity.com/app/273390/discussions/0/2333276539592751928/

thank you very much, that fixed it!

Good, hoped it would :)
Fraŋkini Sep 11, 2017 @ 7:07pm 
Originally posted by Mr Chappy:
Originally posted by Frank:

thank you very much, that fixed it!

Good, hoped it would :)
yes, a bit more tryicky to get right couse in unity the effect is stronger than in substance painter but it was really helpful!
thank you again!
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