Hi!
I'm having a bit of an issue here. The Cryengine substance shader doesn't seem to be working with substance designer 2018. I'm trying to create a metallic material using the gloss/spec workflow. Usually we'd use colored specular maps to simulate metallicness but it's not working in designer (it just looks like plastic). In painter (still in the spec/gloss workflow) the stock materials manage to look metallic with just specular maps. I'm not sure how they are achieving this. What am I supposed to do? Is there any plan to upgrade the plugin to substance 2018?
EDIT - While the colored spec maps don't look metallic in designer, they do look metallic once imported inside painter. So that's one less thing to worry about. I'm still interested about the substance 2018 plugin though.
Re: Substance Designer 2018 - Simulating metallic maps with specular maps
#2Is your diffuse map black? It should be black if you want to create metal in a spec-gloss workflow.
Re: Substance Designer 2018 - Simulating metallic maps with specular maps
#3So that means the specular map should act as the albedo?
Re: Substance Designer 2018 - Simulating metallic maps with specular maps
#4Just look at weapons/rifle spec texture. Diffise is almost black and all information about color, shadows, illumination is in specular map ))
Re: Substance Designer 2018 - Simulating metallic maps with specular maps
#5I wouldn't say so, but I can see your reasoning. like what Andrey said, metal gets its color from its specular. The diffuse of a metallic material should be black or near-black.