Unity uses a default shader, existing of a normal and diffuse map, however, if you make an alpha map in the diffuse map, it uses that as a specular map.
From what I heard the newer version uses PBR. But I don't know if that's actually out, yet (or if it's the version that requires a license since unity is silly that way). I was reading about it earlier. Unity differs from Unreal in how it handles specularity, though.
thats actually intereting, so to get specularity I use alpha but what about transparency then? What if I need both spec and transparency for my object? Its also strange that you cant place a map into specular slot only colour.
IskatuMesk@ I have the latest free version I think and there are legacy shaders which you can use. I tested it myself.
PBR is from what I understand (and have experimented with) far superior to legacy shading models like sc2's/old unity's, though. Just converting assets from those models to the new ones is a bit troublesome if you used a lot of baked lighting. I haven't had any luck with the filter in bitmap2material.
Try that Standard (Specular setup) one. You can set a specular map for it, and change its mode to Fade, so diffuse texture's alpha will be transparency, and specular map is separate.
Zolden@ yeah tried that standard specular with cutout mode. Everything is working but the specular is looking not quite right. Could be great to see your setup if you can import lets say trees and so that they look close to what they look in sc2. I personally think that pbr shaders interact differently with the lightning which may look different and you will have to make some adjustments to the texture. Well I may be wrong since I dont have much experience with PBR.
Maybe specular map in that Standard specular shader is used to darken albedo by its whiter parts? I'd expect something like this from a PBS. Also, PBS rely alot on environment map to compensate the darkness of the albedo, which also modifies model's look alot.
If you attach a max or obj file of yout tree, I'll experiment with it in unity. (I only have m3's from your mod, and don't have importer to turn it back to max).
yeah thats the thing. The PBR acts differently and I guess it wont be that easy to make same style as in sc2. And for the legacy shaders specularity TaylorMouse was right. It uses alpha for spec and it also uses it as alpha so pure black will be 0 transparency but for some reason I cant get that work. It still cutout even not 100% black
I can't know about Unity since I don't use Unity, but for Unreal 4, I believe the general idea is you want your albedo brightness somewhere around 127 or so average. The roughness (which Unity does not use) is ultimately what determines how the Specularity is handled (how much specularity goes through, how glossy it is, etc). A lot of materials don't even use specularity maps anymore, just a number value. I remember reading that Unity 5 is different and still uses the old specular system so I can't say for sure how different it makes things.
As Zolden says, the environment (reflection captures in Unreal) makes a huge difference for that system. Sc2 and co just define a simple texture, most games use realtime reflections to build specularity in PBR afaik. Luckily, any half-decent material system lets you repurpose a lot of your textures.
Just using the existing specular map for roughness. Left specular to default.
Just ramping up the multiplier isn't enough. The contrast makes for super glossy and not glossy parts.
I ran the roughness through a contrast function to flatten the spec map a bit. With a bit of tweaking it now sort of resembles sc2.
The diffuse has heavy baked lighting but you could probably use this as-is if you wanted the sc2 look. I don't know if this is similar to what you were after.
You should also determine what kind of lighting model you want to use. If you are using lightmaps it will require different UV's than what you are using. You could use Dynamic GI otherwise, if Unity supports that.
There are 2 statues, with Standard and Standard (Specular setup). Each one can be used with some minor texture editing. Maybe it's not perfect, how they look, but it's ok. Could be better if I spent more time. Trees had no normal map in the folder, so didn't try to make them look nice. And the wall looks ok, except I didn't find how to make the metallic part look more like a metal. Maybe it's because of lower textures resolution. AO indeed didn't fit the uv mapping way.
Personally I dislike using specularity so heavily, though, unless it makes sense. Something like my screenshots would only make sense if it was raining.
imo this turns out much better. Only some lightmap issues from the uvs and small islands and ofc the objects weren't meant for third person.
By some reason I though the statue is made of metal, that's why so much specularuty. Anyway, I found out, that shaders are pretty sensitive to texture and lightning manipulations, adn therefore any desired look is doable with PBS.
On the picture I posted, there's a visible steam on the forehead of the statue. Do you think it's conversion artifact? (Unity automatically runs max to create obj model from max files).
@Zolden looks like there are some errors with the smoothing groups or normal maps or maby the specular map is too sharp. there are no mirrored normals in this model and the helmet doesnt have smoothing groups in the middle.
Here is what I got from the sketchfab with standard shader and I would like to see something like this in unity.
Here is a quick screeny I put together with your assests in Unity 5 with one of the new materials, not quite happy with it yet, but it uses all of the materials supplied in the zip
yeah looking nice. Maybe some of the specular highlights could be removed I mean those which show in cracks.
Anyway here is what I got from the basic shader
pretty much same result as in sc2 engine I think. Still need to tweak the spec a bit but I must confirm that the spec and transparency work as it was described. Pure black is transparent and everything else is a spec value. Also I am using tif format because tga alpha is not working for spec for some reason.
and sorry I forgot to give you tree normals, here they are
Zolden@ yep it works. Actually when I said its not working I read about it on the forums. Should have tested it myself before saying=)
TaylorMouse@ heh nothing special here. I just make base mesh in max which is pretty simple as you may notice and then I paint in 3d coat with transperancy enabled. Paint base shape, highlights and colour variation. Then adjust colours and contrast in ps and add small highlights in ps. I do then normlas from the paint by using Ndo2. Also I use a small plugin or script which remove normal seams from the places where branches are connected with the cones. Thats it .
by the way if you need to move in game mode in unity I found this cool tut with the script which let you fly =) Just dl the tutorial files and import the package and select the script
another tree pic with some camera effects applied. this is unity 5 gamemode
Unity uses a default shader, existing of a normal and diffuse map, however, if you make an alpha map in the diffuse map, it uses that as a specular map.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
From what I heard the newer version uses PBR. But I don't know if that's actually out, yet (or if it's the version that requires a license since unity is silly that way). I was reading about it earlier. Unity differs from Unreal in how it handles specularity, though.
thats actually intereting, so to get specularity I use alpha but what about transparency then? What if I need both spec and transparency for my object? Its also strange that you cant place a map into specular slot only colour.
IskatuMesk@ I have the latest free version I think and there are legacy shaders which you can use. I tested it myself.
I see.
PBR is from what I understand (and have experimented with) far superior to legacy shading models like sc2's/old unity's, though. Just converting assets from those models to the new ones is a bit troublesome if you used a lot of baked lighting. I haven't had any luck with the filter in bitmap2material.
@ahtiandr: Go
Try that Standard (Specular setup) one. You can set a specular map for it, and change its mode to Fade, so diffuse texture's alpha will be transparency, and specular map is separate.
Zolden@ yeah tried that standard specular with cutout mode. Everything is working but the specular is looking not quite right. Could be great to see your setup if you can import lets say trees and so that they look close to what they look in sc2. I personally think that pbr shaders interact differently with the lightning which may look different and you will have to make some adjustments to the texture. Well I may be wrong since I dont have much experience with PBR.
@ahtiandr: Go
Maybe specular map in that Standard specular shader is used to darken albedo by its whiter parts? I'd expect something like this from a PBS. Also, PBS rely alot on environment map to compensate the darkness of the albedo, which also modifies model's look alot.
If you attach a max or obj file of yout tree, I'll experiment with it in unity. (I only have m3's from your mod, and don't have importer to turn it back to max).
yeah thats the thing. The PBR acts differently and I guess it wont be that easy to make same style as in sc2. And for the legacy shaders specularity TaylorMouse was right. It uses alpha for spec and it also uses it as alpha so pure black will be 0 transparency but for some reason I cant get that work. It still cutout even not 100% black
max files> https://www.dropbox.com/s/l3u83fbaohbr3yj/wc4_max_files.rar?dl=0
@ahtiandr: Go
Thanks, downloaded. WIll check how they look a bit later.
@ahtiandr: Go
I can't know about Unity since I don't use Unity, but for Unreal 4, I believe the general idea is you want your albedo brightness somewhere around 127 or so average. The roughness (which Unity does not use) is ultimately what determines how the Specularity is handled (how much specularity goes through, how glossy it is, etc). A lot of materials don't even use specularity maps anymore, just a number value. I remember reading that Unity 5 is different and still uses the old specular system so I can't say for sure how different it makes things.
As Zolden says, the environment (reflection captures in Unreal) makes a huge difference for that system. Sc2 and co just define a simple texture, most games use realtime reflections to build specularity in PBR afaik. Luckily, any half-decent material system lets you repurpose a lot of your textures.
Just using the existing specular map for roughness. Left specular to default.
Just ramping up the multiplier isn't enough. The contrast makes for super glossy and not glossy parts.
I ran the roughness through a contrast function to flatten the spec map a bit. With a bit of tweaking it now sort of resembles sc2.
The diffuse has heavy baked lighting but you could probably use this as-is if you wanted the sc2 look. I don't know if this is similar to what you were after.
You should also determine what kind of lighting model you want to use. If you are using lightmaps it will require different UV's than what you are using. You could use Dynamic GI otherwise, if Unity supports that.
There are 2 statues, with Standard and Standard (Specular setup). Each one can be used with some minor texture editing. Maybe it's not perfect, how they look, but it's ok. Could be better if I spent more time. Trees had no normal map in the folder, so didn't try to make them look nice. And the wall looks ok, except I didn't find how to make the metallic part look more like a metal. Maybe it's because of lower textures resolution. AO indeed didn't fit the uv mapping way.
Next time I'll try to generate textures with dDo.
Personally I dislike using specularity so heavily, though, unless it makes sense. Something like my screenshots would only make sense if it was raining.
imo this turns out much better. Only some lightmap issues from the uvs and small islands and ofc the objects weren't meant for third person.
@IskatuMesk: Go
By some reason I though the statue is made of metal, that's why so much specularuty. Anyway, I found out, that shaders are pretty sensitive to texture and lightning manipulations, adn therefore any desired look is doable with PBS.
@ahtiandr: Go
On the picture I posted, there's a visible steam on the forehead of the statue. Do you think it's conversion artifact? (Unity automatically runs max to create obj model from max files).
Ah yeah. I thought it would be stone because of the cracks.
The seam looks like a normal map mirror issue but I don't really see it on my end at the moment.
@Zolden looks like there are some errors with the smoothing groups or normal maps or maby the specular map is too sharp. there are no mirrored normals in this model and the helmet doesnt have smoothing groups in the middle.
Here is what I got from the sketchfab with standard shader and I would like to see something like this in unity.
Here is a quick screeny I put together with your assests in Unity 5 with one of the new materials, not quite happy with it yet, but it uses all of the materials supplied in the zip
Nice work btw :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
yeah looking nice. Maybe some of the specular highlights could be removed I mean those which show in cracks.
Anyway here is what I got from the basic shader
pretty much same result as in sc2 engine I think. Still need to tweak the spec a bit but I must confirm that the spec and transparency work as it was described. Pure black is transparent and everything else is a spec value. Also I am using tif format because tga alpha is not working for spec for some reason.
and sorry I forgot to give you tree normals, here they are
https://www.dropbox.com/s/cykii7rqilszf52/pinetree_normals2.tga?dl=0
@ahtiandr: Go
Tried 32 bit tga instead of 24?
@ahtiandr: Go
Btw, how, how in gods name did you do these trees, they ROCK man ( tutorial....pleaasse... :) )
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Zolden@ yep it works. Actually when I said its not working I read about it on the forums. Should have tested it myself before saying=)
TaylorMouse@ heh nothing special here. I just make base mesh in max which is pretty simple as you may notice and then I paint in 3d coat with transperancy enabled. Paint base shape, highlights and colour variation. Then adjust colours and contrast in ps and add small highlights in ps. I do then normlas from the paint by using Ndo2. Also I use a small plugin or script which remove normal seams from the places where branches are connected with the cones. Thats it .
by the way if you need to move in game mode in unity I found this cool tut with the script which let you fly =) Just dl the tutorial files and import the package and select the script
another tree pic with some camera effects applied. this is unity 5 gamemode