Hi, feeling a bit lost though I’m pretty experienced in PBR, using Quixel, SP and marmoset Toolbag on a daily basis. I want to use metallic/roughness workflow with my Quixel generated textures. So I have black and white Metalness map defining which areas of my model are metal, and have grayscale Gloss/Roughness map defining how glossy particular areas are. But in Unity’s material editor I see only metalness slot… Where do I put Gloss map?! What is the right workflow for this? Do i have to include grayscale gloss texture in Alpha channel? But then which format should I use since there are only huge tifs and tga’s supporting alphas?
Or do I have to pack and convert them using DDS format and feed those DDSs to Unity’s material editor? Sorry if I missed some explanations here, couldn’t find anything about it here. Thanks in advance
Wrong. The Gloss map is baked inside the Metalness map by Quixel. Make sure you are using a file format that supports an alpha channel I use .tif format. Don’t use .png. Transparency is NOT Alpha.
These are the Tabs is use for Metalness workflow, calibrated for Unity (Metalness)