Is it just me, or do materials made in Substance Designer with the Spec/Gloss method always seem to come out “shinier” than they appear in the Designer preview when I import them into Unity? I can easily fix it of course but it seems to require a lot of “oops still too shiny I’ll make the gloss levels darker still.” If anyone else notices this is there a way to sort of get a better “match”?
yes, substance designer shaders use a different PBR shader. I think they are going to try and make a shader for designer that is a better match with unity at some point.
until then, what I generally do is have substance designer automatically export the maps whenever they change (right click on the graph, export as bitmaps, check the box to automatically export when outputs change), and get the material set up in marmoset toolbag. Then when you change something in SD it should automatically export the bitmaps, you can just alt tab to Toolbag, it will detect the file changes and update the view in toolbag.
if you have two monitors it works great. It should remain a viable work flow, seeing as Unity is trying to get their PBR to look like Marmoset Toolbag’s renderer.

