Why does the Experimental Look Dev window display super glossy prefabs?

First off I am running 5.6 on a windows machine in forward rendering. I am trying out the Look Dev window and running into some bizarre issues. When I drop a prefab, that looks fine in the editor, and an HDRI into the Look Dev window, the prefab looks like it was dipped into a vat of gelatin. I really like the general look of the Look Dev results, just not the SUPER GLOSSY/REFLECTIVE surfaces. I have tried many prefabs and they all appear the same way… super glossy. Any help please?

Here is an example of what I am seeing:

Same problem here… Anyone know what is causing this?

Think I figured it out…It says this in the docs :

To import an HDRI into Unity, load a .hdr or .exr file into your Unity project like you would any other image. In the Texture Importer Inspector window, set Texture Type to Default, set Texture Shape to Cube, and set Convolution Type to Specular (Glossy Reflection).

This has stopped the super gloss for me, it’s the last of these settings I had wrong…

Thanks, that did it. You need to make sure Mip Maps are turned on as well. Funny thing is, the character looked better with the standard HDRI, just super glossy. Now the character looks very flat lit. Too bad they can’t find an in between.

Hi,

Yep I’d agree about the flat lighting… I’m trying to get my models to at least resemble how they look in Substance Painter 2, but with the smoothness map issue between the two of them and the lighting within Unity I’m not even close yet…

If I manage to get a well setup lighting environment scene that produces the sorts of results I’m after then I will post a link for it so you can download it and give it a try if you like?