For a better understanding of the differences between Metallic and Specular workflows, we will modify the Albedo and Specular/Smoothness maps that are used on a Specular setup material, in order to adapt them to the Metallic workflow. The material to be generated will feature both metallic and non-metallic parts, with various smoothness levels.
For this recipe, we have prepared a Unity package containing a battery model and its original material (made with Standard Shader—Specular setup). The package includes two image files for the original Albedo and Specular/Smoothness maps which, throughout the recipe, should be adapted for use with the Metallic setup. The package is available in the 1362_04_02
folder.
To create a basic material, follow these steps:
battery_prefab
Unity package into a new project.Battery_specular
map and rename it Battery_metallic
. Open it in your image editor (we'll use Adobe Photoshop to illustrate the following steps).Battery_albedo
map and open it in your image editor. Then, use the Paint Bucket tool to fill the black area of Layer 2, in the Albedo group, with light gray (R: 196
, G: 199
, B: 199
). Save the file:Your material is ready, combining visual properties based on the different maps that you have edited and assigned.
The visual aspect of the battery is a combination of three properties of its material: Metallic, Smoothness, and Albedo.
To compose the dark red part of the plastic body, for instance, we have mixed the following:
The light red portion, on the other hand, combines the following:
Finally, the brushed metal used for the top and bottom covers combines the following:
Remember to organize your layers in to groups named after the property that they are related to.
3.139.83.199