Is there a way to set up Blender and Unity so that PBR style materials appear similar in both and their properties will transfer if you makes changes?
At the moment I don’t think so but I could be wrong. There is a PBR viewport branch being worked on (Not a Blender Foundation project I think), and cgcookie.com has something for cycles. But in the end a polished viewport where everything transfer isn’t in place. Each will require individual setup, and depending on which render you’re using in Blender vs Unity, map creation will probably be different as well. So a bit more tweaking.
For myself, I tend to focus on my target deployment environment. If I’m going Unity that is what my maps are designed for. Blender in the end I settle with close enough for now. Just enough to allow me to animate so I know the deformations with the texture makes sense.
I betting with enough tinkering you can get it close, but Imo I’d rather not burn a ton of time on it when final assets are going to Unity.
Yup, as far as I know there is not a good PBR viewport available yet. There are some shader node sets for Cycles(since Cycles is compatible/is PBR), but it isn’t going to be 1:1 with Unity most likely, and it is not real-time. My question is…why do you want it? Blender’s texture painting isn’t that bad…for a basic lighting system, like diffuse of past times. But for PBR, you probably want a better solution, like Painter or Quixel if you can. To each his/her own of course, but I wouldn’t use Blender for that anymore. When the shaders were simpler, I did it plenty, but not now.