Need help making my asset PBR

So here is a door I made. I’m new to Unity and coming from using Marmoset/Unreal so could do with some help. I have read that Unity5beta right now only deals with the spec/gloss method so am trying that with the standard shader. No idea about lighting with Unity so just using a default directional light. I have an albedo, normal, AO and spec/gloss map.

I guess I’m just looking for advice really, I’m sure that I’m making some obvious errors here! i.e

  • Is the material too shiny here?
  • need more colour variation in the albedo?
  • Need reflection spheres?
  • Different lighting needed to make the most of PBR in Unity?
  • What is with the tiny white dots?

Any help on any one of these issues would be much appreciated!

Looks amazing!

  1. Stone and wood aren’t particularly shiny so yeah
  2. Could do with a slight bit of variations in terms of the stones but it’s very good atm.
  3. Once again, unless the stone is wet, it would be unnecessary.
  4. Depends on what effect you want to achieve, but Unity is rolling out a bunch of awesome-looking physically-based shaders in Unity 5.
  5. I’m not sure but it doesn’t look like they’ve fixed it in 5… http://answers.unity3d.com/questions/832727/unity-5-trees-have-white-dots.html

Thanks Uberpete!

Needed to upgrade to get the metal slot, have it now. I added a gloss map into the alpha of the spec map which is then plugged into the metal slot. (Gloss map shown below)

Someone else suggested working in linear colour space (It was set to Gamma) and to change my camera to HDR, though at this stage am just looking at it within the viewport.

Still not too happy with it, I would just start playing with the albedo but I’m convinced there is something off with the lighting/rendering. Doesn’t look very…PBR…to me yet :slight_smile:

update, now using metal map. With (almost) black and whites and then the above map in the alpha.

Your albedo map looks quite dark for PBR. I’m not entirely familiar with Unity’s PBR shaders (haven’t had the chance to check them out), but from my own PBR tinkering, I know the albedo needs to be quite light.

I recommend reading Seb Legarde’s posts on adopting physically based shading - I found them very helpful. Start here: Feeding a physically based shading model | Sébastien Lagarde

Cheers!
Jim.