Please select “Textures” under the search criteria. Outlined in green in the image attached.
Hope that helps.
Wow Honestly I didn’t met that advice in any tutorials that I have ever seen I’m sorry and thank for YOU teached me
P.S. Though the things become much harder if you get asset where normal maps aren’t have specific “_n” (or any other) suffix.
good day sir
I currently use _N (capital letter) rather than lowercase for all my assets and texture tools
will this be ok ?
DE Environment texture suffix key:
_D = Albedo
_N = Normal
_S = Smoothness
_AO = Ambient Occlusion
_M = Metallic
_R = Roughness
_G = Gloss
_H = Height
_E = Emissive
_T = Translucency
_Mask DE = (R) Ambient Occlusion (G) Roughness /Smoothness (B) Metallic /Gloss (A) Not Used
_Mask TVE = (R) Metallic (G) Ambient Occlusion (B) Translucency/Detail Mask (A) Smoothness
_Mask Unity = (R) Metallic (G) Ambient Occlusion (B) Height (A) Roughness /Smoothness
it would be great in any texture tool we can set different custom import settings such as RGB or sRGB (Linear) based on the suffix
cheers
Fantastic to see growing access and support for a newer LookDev approach from 2021 onwards.
Being able to deploy custom templates with this would be great internally and external communications between different artists.
I understand a lot of focus here on asset publishing here too which is a nice addition.
But would we still be able to use this like the traditional LookDev with custom IBL (HDRI) Scriptable objects?
I noticed in Sam’s video that there’s the current default IBL presets but no custom options there in the drop down.
For us, we have clients that we often build their IBL environment packages based on the sources they provide us.
As this is an important step in LookDev, I understand if it’s elsewhere, I just couldn’t readily see it.
Would this also mean that the traditional LookDev under Windows will be phased out in favour of this 2021 version moving forward?
Many thanks keep it up.
Hi DEEnvironment!
LookDev Studio would recognize both _n and _N suffixes as normal maps and change the type to Normal in the Import settings. The search in Unity will also return both results regardless of which one you search for.
Also, thank you for your list of suffixes! It helps to know what suffixes you use and how you would expect them to behave.
Any other information you can share would be super useful in our feedback form.
Could you also clarify how you would expect suffixes for RGB and sRGB to work?
HIBIKI_entertainment, thank you for your kind words in supporting our efforts with this prototype!
The flow for adding custom HDRI and lighting scenes could be better so we have not included it in the main messaging, but you can:
- Return to Unity from the menu on top;
- Duplicate some of the existing scenes under *PackageSrc\LookDevStudio\Setup\Scenes;*
- Move them to *Assets\LookDev\Scenes;*
- Modify the copied scenes with custom HDRI and custom lighting. Keep all lighting under the Lighting GameObject to maintain LookDev Studio functionality;
- Switch back into LookDev Studio for access to the new lighting scenes via the dropdown.
Today, LookDev Studio is just the starting point with many paths branching out and potentially impacting other tools like the LookDev tool. The outcome from your feedback will directly influence the next steps for us, so please log all your remarks on today’s prototype and wishes for the future in our feedback form.
Awesome tool!
There’s a cool feature I love in Max, that maybe it can be added too to the HDRI Enviroment for Look Dev:
Its call Ground Plane and its amazing:
Here’s how it looks:
r20vkj
Thank you for the great reply!
This is a great start moving forward. Thank you for the great input and link back to the feedback form.
Hi Malbers, thank you for the feedback and taking the time to show us in a video format! This is noted now and any other feedback you log into our feedback form will be added to our dev lists.
If you could include concept artists under the demo you’re aiming for, including sculpting terrain, quick fog, prefab brushes, paint curves for rivers etc, all that stuff to speed up concept art. I think you’ll have something unique here, and a lot of ppl would pick that up for environment concept work.
Allan-MacDonald, can you please elaborate on what you would like to have in a concept artist oriented real-time 3D tool? Im not sure the current direction of a visual development tool in Unity covers this, but Id love to discuss the idea and see where the overlaps are.
hello sir
just following up
the idea you could explore more is lettings users have a import setting panel and set/save custom import behaviors based on the suffix key …
this way the artist could have full control about sRGB color texture or not, plus any other filters applied per the suffix
cheers
Just to make sure I note this right:
You want to be able to set “_AlbedoTransparency” to be sRGB and “_ColorMask” as RGB via interface in LookDev.
And not:
Adding “_sRGB” or “_RGB” suffix to the textures should import them with that preference.
correct we could define a suffix and set import default values based on that suffix
a import manager if you like to call it
example
this would let users define the suffix and what default values would be applied as a artist intended
a Manager window for this could be better as any suffix may have many import filters applied at once
@
this looks like a flat plan
a shader with BiDirectional Parallax would do this even better
cheers
DEEnvironment, thanks for that. Such a nice sheet, Ill log that and we will see what solution for LookDev Studio settings we will land on.
Hi,
On a semi-related note, but off topic, some of us are struggling with importing AAA looking character models into Unity HDRP. We’re wondering if you can show or detail the workflow on how you imported the character above into Unity. What character design tool did you use, what the workflow pipeline was, etc. It doesn’t look like the Digital Human package, but a model from another design tool. A bunch of us indiegame devs are struggling with fidelity of models in Unity from popular character design tools.
Bump
One of the key parts of LookDev is to identify problems and balance your characters, motion colours etcetc.
We finished our animation pipeline earlier this year and we’re still making small tweaks here and there, specifically with regards to motion.
lighting is very much key part of making a character look good.
Much like a badly lit portrait in the real world it looks flat similar to everyday lighting.
for HDRP at least it’s very very easy to emulate real-world lighting situations, including studio work.
Photography and cinematography are amazing places to study how colour, mood and lighting can convey a lot in your scenes and characters and bring out their best.
There is a lot of Uncharted 4 coverages on many of the production processes, and i can’t find the exact video but one on lighting drake, goes into a lot of things you should be thinking about and more specifically, not every lighting situation is epic.
This is why photography and cinematic lighting techniques like 3 point lighting, split lighting, Rembrandt to name a few, are often used to showcase the very best of your models.
This is mostly still after or included with LookDev passes mind so you may already have a brilliant character, just focus on studying different lookdev and lighting situations to be able to continue iterating.
and as for a solo dev, it may be good practice to section out what sort of mindset you can utilise the most for the task at hand.
“I’m doing look dev today, should I be coder minded or design orientated?”
it may just help you to study the required content for that focus, as you’ll be able to see where potential skill gaps are that you can spend a little more time refining.
Hope that helps or gives food for the thought.
Eh… not really no. Our models looks great in the character designer tools but imported into Unity (HDRP), they tend to look not so great. To be honest, we’ve been down the lighting, shadows, SSS, normals, micro normals, layered texturing, 4K textures, probes, 3 point lighting, shadows, contact shadows, etc. Skin looks harsh/faded, eyes look flat or dead / no tear line/missing gloss, hair looks flat or straw like. The thread I started has more details and examples of what I’m talking about.
Also, I’m not the only artist/dev that has struggled with this, the forums are filled with other developers that can’t crack this. Also, let me state that this seems more or less to be something that’s Unity HDRP specific, as putting models into Unreal is mostly not a problem.
We’re (other unity developers from other projects) are hoping to getting someone’s attention at Unity to show or explain with a tutorial the workflow pipeline for importing AAA-looking characters similar to what Unreal can do.
The issue is not:
- Lighting
- Shadows
- Normals
- SSS
- <4K textures
- Layers
- Light probes
- Raytracing
Can we make a good looking AAA style character in HDRP? Sure, yes we can. Can we make it look as good or close to either the Digital Human for Unity or MetaHuman for Unreal… no. It’s not “just me”, there’s a lot of talented developers here in the forums that haven’t been able to do it.
If there’s magic workflow, great, share it with examples or a tutorial showing the same kind of fidelity or quality as Metahumans in Unreal. What I find though, is that people will just say, “you need better lighting” which is not the case.
I can’t share our specific workflow from our HDRP screen cap above, but I will check out your other forum post and see if I can give some observational input.
Lighting a character, especially realistic humans doesn’t have just one pass, and you’re right that meta humans give all the back end, lightings textures, Riggs etc all from the get go, which is why it’s so easy ( and similarly with character design tools).
But it’s certainly good to vocalise workflow issues you may be having.
We’ve been collecting a lot of input from teams and indie Devs on their problems and we’d certainly like to help others in workflow departments too, so this may just be written into our series too.
Good luck going forward for sure.