Hello! I’m trying to render/view an asset that I bought from the Unity Asset Store in Blender, but the asset uses the standard Unity SpecGloss shader, instead of a normal metallic workflow. What node combination should I be using in order to render it?
I’ve attached the files to this message. The SpecGloss map seems to have a blend of diffuse and roughness in the alpha?
PBR texture setup should be very straight foward, yet your specular has some alpha transparency for some reason. You can fix in compositor with Set Alpha node in replace mode set to 1. Also, looks like you’re missing a metallic and a roughness texture. In example, I used a single parameter for metalic and a modified version of specular layer. Albedo has some parts with black (0,0,0) values, you should avoid thoses.
I used a slightly different approach since this was a colored Specular…for Blender with a Metallic object and a colored specular it usually works better if you use the specular as the diffuse …and the diffuse as the specular ( look at them individually…the specular is the only thing that has info for the Bullet Texture…( needs adjustment ) also the naming is a clue sometimes…Pistol_Black_SpecularSmoothness.png so look at the alpha for the roughness…
Split the specular to get to the layers RGBA as usually the metallic is in the Green Layer sometimes Red…
Since each part has the same Material…in-game, it is probably duplicated, and each is adjusted for the part…IE: the bullet is darker and shinier.
According to https://marmoset.co/posts/pbr-texture-conversion/ , those black values are supposed to be filled with data from the metallness map. Since there is no metalness, I’m assuming it is a combination of the glossiness map (found inside the Alpha of the specular) and the Specular itself.
If you look at the slide, you’ll notice that the surface is a bit off. How the asset looks in Unity:
yes…and that’s going to be personal preference. I had one loaded but disliked the result…
It’s a lot like when I have to work with textures for Dice Engine, it uses an inverted Albedo for the roughness maps…they are all different…