Many of the values you have in your gloss map should also be represented in your spec.ģ. Specular maps are really just a base reflectivity map, any areas of your material that would be more reflective, say scratches on a painted surface that reveal the bare metal underneath would be a bright value in the spec map. Toolbag 2 has screen space reflections, and in that case you can drop the AO from the spec and it works a lot better. Its good to have a bit of AO in your spec map, otherwise you get strange reflections which would be occluded in real life (as Andres mentions, if you have a proper reflection occlusion map that would be even better than AO for spec content, but ao works in a pinch).
Specular maps should not necessarily be completely flat. Diffuse textures should contain AO though, if we get AO in as a separate texture input at some point this will not be the case.Ģ. Diffuse textures should not contain any directional lighting information. On real-life materials, the apparent intensity of specular reflections are mostly controlled by this side-effect of gloss.Ĭlick to expand.Sorry, but I have to jump in say that this isn't entirely correct.ġ. One of the distinguishing features of physically based rendering is that specular reflection energy is conserved if the specular highlight is bigger, the overall appearance of it is dimmer as the same energy of light scatters in a wider cone. However differences in materials contained within the same texture sheet (leather parts, metal parts, plastic) should ideally go in the gloss map as most materials vary greatly in their surface "roughness" but not as much in straight-up specular intensity. Specular occlusion, if used, should also go in the specular mask channel. Neptune is right in that the specular mask should mostly be a solid color, though it can still contain dirt and grime. Gloss is akin to Unity's shininess slider.
There are two textured controls for specularity, the specular mask (RGB) which colors or masks the specular highlight, and the specular gloss (Alpha), which controls the size and shape of the specular highlight. I guess the uv has too many islands and the resolution was so low that the ao map just appeared stretched with dots.Click to expand.I should make a clarification here. These two appear to have the same issue, on one of them someone suggested using Anti Aliasing + Cage so I used the same fbx file as cage and AA of 4x4 super sampling and it just fixed it somehow.
So I managed to solve this after further digging. I went back and redid the AK47 model unwrap which was the main issue here(the unwrap was stretched at certain spots), and now it looks pretty good(the unwrap not the model).
Marmoset toolbag 3 artifacts software#
(solution- depending on what software you're unwrapping with, check for where the uv is stretched, I personally like to use a checker texture, and resize it so its not stretched anymore).ģ - Your model's topology is broken(solution- either redo your model with proper topology or fixed the AO map fragments manually - ). The issue being - what I wrote here a year ago didn't help me at all this time around.Īfter messing with my other model for a bit I realized this could happen because of the next few reasons:ġ - You forgot to remove some inner faces and it caused the AO map generation to be messed up(solution- go back to your 3d modeling software and remove the inner faces).Ģ - Your UV is stretched at some spots. EDIT ():Funny enough I had this issue again with a different model and I completely forgot about this thread, when I looked the issue up this happened to be the top result.