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Where do I put gloss map with Metalness workflow?!

Discussion in 'Getting Started' started by Neikke, Jul 24, 2017.

  1. Neikke

    Neikke

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    Jun 23, 2017
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    Hi, feeling a bit lost though I'm pretty experienced in PBR, using Quixel, SP and marmoset Toolbag on a daily basis. I want to use metallic/roughness workflow with my Quixel generated textures. So I have black and white Metalness map defining which areas of my model are metal, and have grayscale Gloss/Roughness map defining how glossy particular areas are. But in Unity's material editor I see only metalness slot.. Where do I put Gloss map?! What is the right workflow for this? Do i have to include grayscale gloss texture in Alpha channel? But then which format should I use since there are only huge tifs and tga's supporting alphas?

    Or do I have to pack and convert them using DDS format and feed those DDSs to Unity's material editor? Sorry if I missed some explanations here, couldn't find anything about it here. Thanks in advance
     
  2. Neikke

    Neikke

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    Jun 23, 2017
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    No ideas? :)
     
  3. Schneider21

    Schneider21

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    Feb 6, 2014
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    3,512
  4. Neikke

    Neikke

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    Thanks for the tips Schneider! I'll check them out!
     
  5. rastlin

    rastlin

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    Metalness should be baked into Alpha channel of an Albedo map by Quixel.
     
  6. WilliamHickerson

    WilliamHickerson

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    Sep 11, 2017
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    Wrong. The Gloss map is baked inside the Metalness map by Quixel. *Make sure you are using a file format that supports an alpha channel* I use .tif format. Don't use .png. Transparency is NOT Alpha.
    upload_2018-5-18_16-12-38.png

    These are the Tabs is use for Metalness workflow, calibrated for Unity (Metalness)