HDRP shader setup in order to have the same result as substance painter?

Hello all,

Hope you all having a blast creating your own unity projects!

I have a problem while I’m setting up Unity HDRP in order to have the same result as I have in substance painter.

Can anyone help me up please? Im trying to figure out the problem for days now and unable to fix it, not sure what Im missing here.

The final look of the model in substance painter looks like this:


Substance export settings

After I export and go to unity and set it up I have this result:

Tried to play with all settings for height map and I simply cannot make it look the same, I end up with a broken 3d model

Cheers,
Bogdan

Your model is separating because the face normals aren’t suitable for the way height offsets and tessellation work.


Having your edges hardened by splitting creates doubled up vertices on separate normal islands like below.
When you go to tessellate each face is moved along its normal and because they are not welded at the corners,
you get the effect of each plane flying off into space on its own.

This has some consequences for your workflow as you cannot rely on the quick and easy edge split for your mesh.
You’re going to need to bake your normal maps in substance painter from a high poly to get the lowpoly mesh to look crisp and sharp.

Also, you need to change your tint colour on your material! I am not sure why unity defaults to a slightly grey, but it sure is easy to not notice your colours are slightly darker. Hope this helps get you started.

Thank you Mophs! this clarifies a lot of issues for me.