normal map to look 3d in marmoset similar to substance painter
in marmoset tool bag 3 i am trying to get the normal map to shine to create that 3d look on the grip . similar to my model in substance painter
pLEASE SEEE LINK
normal map is not linked to roughness/glossiness. Check that your exporting/importing the correct rough/gloss map.
i didnt have the gloss map in the grip map . its correct that the gloss map is the metallic map in marmoest from substance painter
that question not an answer
ive just tried the gloss mapas the ,etallic and that did make big differnece . no on the videoi uploaded tho
I haven't used substance yet but basically, in Marmoset I suppose you need to choose A. gloss/specular or B. roughness/metalness workflow. From your reference, I believe that you need at least normal/albedo/gloss/specular/ for A, normal/albedo/roughness/metalness for B. Regarding the normal map, Marmoset uses OpenGL, so in SP set the default to OpenGL or if you used DirectX in SP, just tick FlipY in Marmoset. It's easy to convert gloss map to roughness map by inverting it or vice-versa.
To answer your question - no metallic map is not rough/gloss. For the following examples I am going to refer to Roughness for clarity.
White Metallic = metal. Black Metallic = not metal.
Roughness is just the how mirror like the reflections/specular highlights are. Think of it like this - ceramic is very shiny, you can see other objects reflecting in its material. Fabric is not shiny, it has matte reflections and doesn't have a mirror like appearance. Both of these materials are affected by your Roughness map values. Black Roughness = Shiny, White Roughness = Matte.
Like @techkitty said pick a workflow, my suggestion would be choose (B) Roughness - its becoming more common. Make sure in Marmoset you have a diffuse, roughness, normal at the minimum. If you need also have a metal map, it all depends on your material - if its a dielectric it doesn't need one if its a conductor it needs one.
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