I’m currently working on a texture I created in Substance Painter.
I have applied a texture created with the substance painter to a mesh, but when I run the material validator, I get this result.
The color space setting is linear.
Is this unusual?
Or is this a negligible problem?
If the texture looks the way you want, you don’t need to use the validator.
If it needs to be 100% PBR, then you can read more into it and see how to improve it
In my experience (but hmm, don’t take this too officially, do your own homework), guns are hard to get right, and don’t fall well into PBR standards. Pure metals in real life and in PBR, have no diffuse component and PBR states that metallic values should be 0 or 1 unless used to indicate a percentage of metallic showing for that pixel (for example, dirt covering a metallic area).
However, the surface of modern guns are made of multiple components, and is not as simple as a pure specular metal. Modern guns have coated surfaces, and the surfaces (Black Oxide, Cerakote) do not visually behave as pure metals. So what I have found is that to get a similar look in PBR, you need to have a darker-than-PBR-recommended albedo, and a high, but not 1 metallic value.
Hope that helps clear things up. I spent some time researching this and looking at gun surfaces a while back and came to the conclusion that a lot of people blindly follow the PBR specs (this is best case scenario, worst case is not following them at all), but don’t actually understand the underlying purpose and how the different values correspond to physical properties.
I was quite doubtful about the correct way to use this validator. I will do my best to improve the look a bit more.
Thanks for your reply.
I have been wondering for quite some time if I am using this validator correctly.
From what you have told us.
It may be a struggle with my knowledge, but your reply may give me an opportunity to improve it.
If I fail to do so.
I will have no regrets, thank you very much.