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What is this blotchy "sheen" happening with my materials on meshes?

Discussion in 'High Definition Render Pipeline' started by F1nches, Apr 27, 2020.

  1. F1nches

    F1nches

    Joined:
    Apr 26, 2018
    Posts:
    6
    Hi - pretty new to Substance Painter and Unity...

    I make my models in Blender and apply a triangulation modifier to the low poly version before bringing it into Substance Painter.

    I start my projects with the Unity preset and export textures with the Unity HDRP preset in Substance Painter. I get a mask map, normal map, diffuse map from this that I plug into a Unity HDRP Lit material. I bake the maps in Substance Painter using a high poly mesh version from Blender.

    My objects always end up with this same blotchy "sheen" over them in Unity that they don't have in Substance Painter and I haven't been able to figure out why. The metallic, smoothness, etc. sliders on the material in Unity don't fix this either. Any help? It's driving me crazy because it happens to almost everything I try to make.

    Here is an example of how it looks in Unity...
    https://i.gyazo.com/69117d43ef0cc8c936e2e49d9953eab2.jpg

    And this is how it looks in SP...
    https://i.gyazo.com/bdce676f4879a547cff24d095da178fa.png

    If youd like any additional screenshots to help diagnose this just let me know and I can get them on here ASAP.
     
  2. F1nches

    F1nches

    Joined:
    Apr 26, 2018
    Posts:
    6
    I figured it out - I needed to change the normal map imports to be of type "normal map" instead of just a color texture.