Problem with textures from Substance Painter - Unity3D - Needle Engine

Linear URP 2021.3, should be the same as with you
This is with UnityGLTF/PBRGraph, your textures, but the normals from the URP folder (since the normals in the other folder are empty and thus look wrong)

Thank you! Looks the same I’d say, what do you think?

Another note: please make sure that your roughnessMetallic or metallicSpecular maps are set to linear in Unity, sRGB must be off

applies to any workflow (no matter URP/Lit or UnityGLTF/PBRGraph)

I’ll take a note to add a warning for this on export and also in the material inspector in PBRGraph… common mistake

Okay, THAT was the problem, now much much effort for a small checkbox and tomatoes on the eyes :tomato::pray: Thanks for your help, now it looks good and corresponds pretty much exactly to what is seen in substance painter with minimal deviations but these are shader depending.

by user 260813948499132416

Cool!
And another note: not sure how substance handles that, but ā€œtransparent metalsā€ are physically impossible (e.g. the glass part has metallic=1 and should be transparent, that won’t work in every renderer)

Some renderers will simply ā€œfadeā€ the metal out (e.g. alpha=0.1 means: make the result with 10% opacity), but others that behave more physically correct will show you a solid surface.

Oh yes I know that, the glass is very quick and dirty glued together from a smart material. and switched to transparent. Now the real fun can begin :hammer_and_wrench:. I’m very excited about the Progressive Texture feature, is that already partially usable? I see that there is a component for it, which has a Max Size Value.

by user 260813948499132416

Yeah there is but it’s not ready to be used yet (altough nobody can stop you from trying :sweat_smile: just no promises yet)

It is def. very early and more on the POC side of things right now. There are also known issues where textures receive wrong compression settings / look wrong in production builds.

The physically correct way to do glass in glTF (so, also in Needle Engine) is to use PBRGraph and turn on ā€œtransmissionā€:
Also see GitHub - prefrontalcortex/UnityGLTF at dev
unknown.png

Ah I’d better wait for the upcoming update, I’d rather not open this can of worms.
But it is one of the most interesting features ever. Especially texture-heavy projects are incredibly frustrating to implement with WebGL.

by user 260813948499132416

Will check that out next :pray:

by user 260813948499132416