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.
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.
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.
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.
Actually, It would be good to have max files, I was about to ask you,
because I wanted to check those models in Unity with the shader
different from SC2 one. I would also appreciate if you uploaded at least
one high poly model, so I tried to bake the textures by myself, just to
see how it work and maybe learn something.
I think the new unity 5 is using PBR. If that's the case you will need to do more significant alterations to the models than just straight porting them. If the system is anything like the one UE4 uses you will need to de-light the diffuse to create an albedo, and you'll need a process to handle the specular and gloss values differently.
I currently don't know how to remove lighting information from a diffuse very well, so if you figure it out, let me know.
Will you be making an organics sculpting/modeling tutorial? Actually, anything where you vocally go through the interface and explain what you're doing step by step would be great. I plan to go through all of your videos once I get back into modeling proper, but I've been hoping to get into organics for the last decade and haven't had a good starting point. I struggle with traditional learning methods. If you are not comfortable with voicing over a tutorial, particularly one of considerable length, you can give me a script and I can do it for you.
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.
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.
@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.
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.
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.
I think the new unity 5 is using PBR. If that's the case you will need to do more significant alterations to the models than just straight porting them. If the system is anything like the one UE4 uses you will need to de-light the diffuse to create an albedo, and you'll need a process to handle the specular and gloss values differently.
I currently don't know how to remove lighting information from a diffuse very well, so if you figure it out, let me know.
@OutsiderXE: Go
lol penises
@ahtiandr: Go
Will you be making an organics sculpting/modeling tutorial? Actually, anything where you vocally go through the interface and explain what you're doing step by step would be great. I plan to go through all of your videos once I get back into modeling proper, but I've been hoping to get into organics for the last decade and haven't had a good starting point. I struggle with traditional learning methods. If you are not comfortable with voicing over a tutorial, particularly one of considerable length, you can give me a script and I can do it for you.
You and every everyone else.